data | 要使用的 data 数组。 |
mipLevel | 要写入的 Mipmap 层级。范围为 0 到纹理的 Texture.mipmapCount。默认值为 0 。 |
face | 要写入的 CubemapFace。 |
sourceDataStartIndex | 开始从源数组拷贝的索引。默认值为 0 。 |
element | 要写入的数组切片。 |
直接在 CPU 中设置一组 Mipmap 面的原始数据。
此方法为 CPU 中的纹理设置像素数据。 Texture.isReadable 必须为 true
,且必须在 SetPixelData
后调用 Apply 以将更改的像素上传到 GPU。
如果你想要将压缩的或其他非颜色纹理格式数据加载到纹理中,则 SetPixelData
很有用。data
数组的大小必须等于该面的 Mipmap 面的宽度 × 高度,并且数据布局必须与纹理格式匹配,否则 SetPixelData
会失败。如果你不想定义自定义结构以匹配纹理格式,则如果为 T
使用 byte
。
当 SetPixelData
失败时,Unity 会引发异常。
其他资源:SetPixels、GetPixelData、Apply。
using UnityEngine;
public class ExampleScript : MonoBehaviour { public CubemapArray texture; public void Start() { texture = new CubemapArray(2, 2, TextureFormat.RGB24, true); var data = new byte[] { // mip 0: 2x2 size 255, 0, 0, // red 0, 255, 0, // green 0, 0, 255, // blue 255, 255, 255, // white // mip 1: 1x1 size 255, 255, 0 // yellow }; texture.SetPixelData(data, 0, CubemapFace.PositiveX, 0, 0); texture.SetPixelData(data, 1, CubemapFace.PositiveX, 0, 12); texture.Apply(updateMipmaps: false); } }
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