colors | 要指定的像素颜色数组(一幅展平为 1D 数组的 2D 图像)。 |
miplevel | 要写入的纹理的 Mip 级别。 |
设置像素颜色块。
该函数接收一个颜色数组,
然后更改纹理的整个 Mip 级别的像素颜色。调用 Apply 可实际将更改的像素
上传到显卡。colors
数组是一个平展 2D 数组,其中像素是从左到右、
从下到上排列(即,逐行排列)的。数组大小必须至少为所用 Mip 级别的宽度乘以高度。
默认 Mip 级别为零(基础纹理),在这种情况下,其大小只是该纹理的大小。
在一般情况下,Mip 级别的大小为 mipWidth=max(1,width>>miplevel)
,
高度也是如此。
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); } }
设置像素颜色块。
该函数为上面的 SetPixels
的扩展版本;
它不修改整个 Mip 级别,而只修改从 x,y 开始的 blockWidth
x blockHeight
区域。
colors
数组的大小必须为 blockWidth*blockHeight,
并且修改后的块必须适合使用的 Mip 级别。