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Question by thenachotech1113 · Nov 25, 2014 at 11:16 PM · generationprocedural texturing

Is it possible to proceduraly generate textures in Unity?

hello everyone, i am attempting to create a space game with a randomly generated solar sisten, i was wodnering if it was possible to generate textures, hopefuly with a normal map for each planet, and if so where could i learn to do it. i pareciate your time and thanks in advanced.

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Answer by jongallant · Nov 25, 2014 at 11:19 PM

Here is an example:

 Texture2D CreateTexture()
 {
     int width = 100;
     int height = 100;
     Texture2D texture = new Texture2D(width, height, TextureFormat.ARGB32, false);
     texture.filterMode = FilterMode.Point;

     for (int i = 0; i < width; i++) {
         for (int j = 0; j < height; j++) {
             texture.SetPixel(j,height-1-i, Color.red);
         }
     }
     texture.Apply();

     return texture;
 }
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avatar image Kiwasi · Nov 25, 2014 at 11:20 PM 0
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Note if you are doing this frequently then SetPixels is faster then SetPixel.

avatar image jongallant · Nov 25, 2014 at 11:22 PM 0
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Yes, thank you. If you are only updating a few pixels, SetPixel may be faster though. I use SetPixel a lot, because I update a thumbnail with few pixels.

avatar image thenachotech1113 · Nov 25, 2014 at 11:37 PM 0
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wow, thanks a lot. No way i could have came up with this on my own.

avatar image Kiwasi · Nov 25, 2014 at 11:58 PM 0
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SetPixel is indeed faster for a few pixels. I'm not sure exactly what percentage of the texture makes it worth switching methods. Probably worth a benchmark if you are concerned.

$$anonymous$$y application was completely redrawing three 1024*1024 textures every frame. Hence set pixel was not an option.

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