colors | The array of pixel colours to assign (a 2D image flattened to a 1D array). |
miplevel | The mip level of the texture to write to. |
Set a block of pixel colors.
This function takes a color array and changes the pixel colors of the whole
mip level of the texture. Call Apply to actually upload the changed
pixels to the graphics card.
The colors
array is a flattened 2D array, where pixels are laid out left to right,
bottom to top (i.e. row after row). Array size must be at least width by height of the mip level used.
The default mip level is zero (the base texture) in which case the size is just the size of the texture.
In general case, mip level size is mipWidth=max(1,width>>miplevel)
and similarly for height.
This function works only on ARGB32
, RGB24
and Alpha8
texture formats.
For other formats SetPixels
is ignored.
The texture also has to have Is Readable flag set in the import settings.
Using SetPixels
can be faster than calling SetPixel repeatedly, especially
for large textures. In addition, SetPixels
can access individual mipmap levels.
See Also: GetPixels, SetPixels32, Apply, LoadRawTextureData, mipmapCount.
#pragma strict function Start() { var rend: Renderer = GetComponent.<Renderer>(); // duplicate the original texture and assign to the material var texture: Texture2D = Instantiate(rend.material.mainTexture) as Texture2D; rend.material.mainTexture = texture; // colors used to tint the first 3 mip levels var colors: Color[] = new Color[3]; colors[0] = Color.red; colors[1] = Color.green; colors[2] = Color.blue; var mipCount: int = Mathf.Min(3, texture.mipmapCount); // tint each mip level for (var mip: int = 0; mip < mipCount; ++mip) { var cols: Color[] = texture.GetPixels(mip); for (var i: int = 0; i < cols.Length; ++i) { cols[i] = Color.Lerp(cols[i], colors[mip], 0.33f); } texture.SetPixels(cols, mip); } // actually apply all SetPixels, don't recalculate mip levels texture.Apply(false); }
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { Renderer rend = GetComponent<Renderer>();
// duplicate the original texture and assign to the material Texture2D texture = Instantiate(rend.material.mainTexture) as Texture2D; rend.material.mainTexture = texture;
// colors used to tint the first 3 mip levels Color[] colors = new Color[3]; colors[0] = Color.red; colors[1] = Color.green; colors[2] = Color.blue; int mipCount = Mathf.Min(3, texture.mipmapCount);
// tint each mip level for( int mip = 0; mip < mipCount; ++mip ) { Color[] cols = texture.GetPixels( mip ); for( int i = 0; i < cols.Length; ++i ) { cols[i] = Color.Lerp(cols[i], colors[mip], 0.33f); } texture.SetPixels( cols, mip ); } // actually apply all SetPixels, don't recalculate mip levels texture.Apply(false); } }
Set a block of pixel colors.
This function is an extended version of SetPixels
above; it does not modify the whole
mip level but modifies only blockWidth
by blockHeight
region starting at x,y.
The colors
array must be blockWidth*blockHeight size, and the modified block
must fit into the used mip level.