| 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 RGBA32, ARGB32, RGB24 and Alpha8 texture formats.
For other formats SetPixels is ignored.
The texture also has to have read/write enabled flag set in the texture import settings.
Using SetPixels can be much faster than calling SetPixel repeatedly, especially
for large textures. In addition, SetPixels can access individual mipmap levels. For an even faster pixel data
access, use GetRawTextureData that returns a NativeArray.
See Also: GetPixels, SetPixels32, Apply, GetRawTextureData, LoadRawTextureData, mipmapCount.
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.