Texture2D.SetPixels 设置一块像素颜色

function SetPixels (colors : Color[], miplevel : int = 0) : void


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.

此函数在全部的mip级别的纹理上采集一个颜色组,并更改颜色组的整体像素颜色。调用Apply 函数来更新改变后的像素数据到显卡上

The colors array is a flattened 2D array, where pixels are laid out left to right, top to bottom (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.

返回的数组放在2D的数组中,像素被从左到右,从上到下的方式排列(行序)。数组的大小是这个mip等级的宽乘以高,默认的mip级别是0(基本纹理)这种情况下大小仅为纹理大小,mip等级大小是mipWidth=max(1,width>>miplevel) 高度也类似.

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.

这个函数只工作在格式为ARGB32 和 RGB24以及Alpha8位的纹理上,对于其他格式SetPixels 将会被会略,另外这个纹理的导入设置需要设置为 Is Readable(可读)

Using SetPixels can be faster than calling SetPixel repeatedly, especially for large textures. In addition, SetPixels can access individual mipmap levels.

使用SetPixels可以比重复调用 SetPixel ,特别是在纹理较大的情况下调用 SetPixel 快得多,另外SetPixels可以访问单个mipmap级别

参见: GetPixels , Apply , mipmapCount .

// This script will tint texture's mip levels in different colors
// (1st level red, 2nd green, 3rd blue). You can use it to see
// which mip levels are actually used and how.
function Start () {
   // duplicate the original texture and assign to the material
   var texture : Texture2D = Instantiate(renderer.material.mainTexture);
   renderer.material.mainTexture = texture;

   // colors used to tint the first 3 mip levels
   var colors = new Color [3];
   colors[0] = Color.red ;
   colors[1] = Color.green ;
   colors[2] = Color.blue ;
   var mipCount = Mathf.Min ( 3, texture.mipmapCount );
   // tint each mip level
   for( var mip = 0; mip < mipCount; ++mip ) {
     var cols = texture.GetPixels( mip );
     for( var i = 0; i < cols.Length; ++i ) {
        cols[i] = Color.Lerp ( cols[i], colors[mip], 0.33 );
     texture.SetPixels( cols, mip );
   // actually apply all SetPixels, don't recalculate mip levels
   texture.Apply( false );

• function SetPixels (x : int, y : int, blockWidth : int, blockHeight : int, colors : Color[], miplevel : int = 0) : void


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 blockWidthby 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.


Page last updated: 2012-8-22