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Question by timwinchester · Aug 28, 2019 at 05:20 AM · texture2dtextures

Updating texture pixels?

Background: I'm trying to implement a marshmallow-toasting mechanic, in which I have a texture for the marshmallow's skin that I update based on (currently) proximity to a heat source. (Currently I'm using the Player as a proxy for the heat source for ease of testing.) I could just do that in the fragment shader, except if I do it that way, the toasting won't "stick" (i.e. it will go away when the player moves away from the heat source). Hence why I need to modify the texture itself in memory.


Actual question: I'm trying to update the pixels of a texture based on the player's distance from the object using that texture; what am I doing wrong here? Why doesn't the texture change when I get close? It changes to red seemingly in the first frame, but then never changes.

 public class ProximityToast : MonoBehaviour
 {
     Texture2D texture;
 
     void Start()
     {
         this.texture = new Texture2D(256, 256);
         GetComponent<Renderer>().material.mainTexture = this.texture;
 
         for (int y = 0; y < this.texture.height; y++)
         {
             for (int x = 0; x < this.texture.width; x++)
             {
                 this.texture.SetPixel(x, y, Color.white);
             }
         }
         this.texture.Apply();
     }
 
     void Update()
     {
         Vector3 marshmallowPos = gameObject.transform.position;
         GameObject player = GameObject.FindGameObjectWithTag("Player");
         Vector3 playerPos = player.transform.position;
         float roughPos = (playerPos - marshmallowPos).magnitude;
         float toastVal = Mathf.Max(0, 255f - roughPos * 50);
 
         GetComponent<Renderer>().material.mainTexture = this.texture;
 
         Color color = new Color(toastVal, 0, 0);
         for (int y = 0; y < this.texture.height; y++)
         {
             for (int x = 0; x < this.texture.width; x++)
             {
                 this.texture.SetPixel(x, y, color);
             }
         }
         this.texture.Apply();
     }
 }

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