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Question by janestap · Jan 04, 2015 at 11:11 PM · arraytexture2dconvertcolor32

Convert Texture2D to array of uint and back

For my game I need to convert a texture into an array of uint, do some manipulation, and then back to a texture. I came up with the following code, but it is rather slow.

 private uint[] Texture2DToUIntArray(Texture2D texture)
     {
         Color32 c;
         int width = texture.width;
         int height = texture.height;
 
         uint[] pixels = new uint[width * height];
 
         for (int y = 0; y < height; y++)
         {
             for (int x = 0; x < width; x++)
             {
                 c = texture.GetPixel(x, y);
                 pixels[y * width + x] = Color32ToUInt(c);
             }
         }
 
         return pixels;
     }
 
     private Texture2D UIntArrayToTexture2D(uint[] pixels, int width, int height, TextureFormat format)
     {
         Color32 c;
         Texture2D texture = new Texture2D(width, height, format, false);
 
         for (int y = 0; y < height; y++)
         {
             for (int x = 0; x < width; x++)
             {
                 c = UIntToColor32(pixels[y * width + x]);
                 texture.SetPixel(x, y, c);
             }
         }
         texture.Apply();
 
         return texture;
     }
 
     private uint Color32ToUInt(Color32 color)
     {
         return (uint)((color.a << 24) | (color.r << 16) | (color.g << 8) | (color.b << 0));
     }
 
     private Color32 UIntToColor32(uint color)
     {
         return new Color32((byte)(color >> 16), (byte)(color >> 8), (byte)(color >> 0), (byte)(color >> 24));
     }

Is there any way to make these conversions faster?

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Answer by quizcanners · Jul 27, 2015 at 04:59 PM

I am looking for this too, but you shouldn't use "SetPixel". Here is some pieces from my code, it mostly the same:

 public uint[] pix;
     public int w;
 
     public void toColor (UnityEngine.Color32[] mpix){
         for (int i=0; i<mpix.Length; i++){
             mpix[i].r=(byte)(pix[i]);
             mpix[i].g=(byte)(pix[i]>>8); //& 0xFF00);
             mpix[i].b=(byte)(pix[i]>>16);  //& 0xFF0000);
             mpix[i].a=(byte)(pix[i]>>24);  //& 0xFF000000);
         }
     }
 
     public void fColor (UnityEngine.Color32[] mpix){
         pix=new uint[mpix.Length];
         for (int i=0; i<mpix.Length; i++) {
             pix [i] = (uint)(mpix [i].r | (mpix [i].g << 8) | (mpix [i].b << 16) | (mpix [i].a << 24));
         }
     }

And to apply:

 imgdta.MyTexture = new Texture2D (imgdta.wight,imgdta.wight, TextureFormat.RGBA32, false);
             rend.material.mainTexture=imgdta.MyTexture;
         imgdta.MyTexture.SetPixels3 (imgdta.MyPixels);
         imgdta.MyTexture.Apply (false);
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Answer by starlord89 · Oct 03, 2017 at 12:30 PM

I was wondering if you found a solution ? I tried your method and it crashes my unity after awhile

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