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Question by chanfort · Oct 20, 2014 at 12:14 AM · texturetexture2d

Creating Texture2D with alpha

I am creating a simple texture with green thick line by the following code:

 Texture2D tex = new Texture2D (256, 256, TextureFormat.ARGB32, false);
 for(int i=0; i<100; i++){
       for(int j=0; j<15; j++){
         tex.SetPixel(i, j, Color.green);
     }
 }
 tex.Apply();

When I am using it I want that remaining pixels would be completely transparent. However, they are grey coloured. How could I change alpha values that pixels would get transparent.

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Answer by Yword · Oct 20, 2014 at 04:08 AM

I think you need to fill the pixels with transparent color first.

         Texture2D tex = new Texture2D (256, 256, TextureFormat.ARGB32, false);
 
         Color fillColor = Color.clear;
         Color[] fillPixels = new Color[tex.width * tex.height];
 
         for (int i = 0; i < fillPixels.Length; i++)
         {
             fillPixels[i] = fillColor;
         }
 
         tex.SetPixels(fillPixels);
 
         for(int i=0; i<100; i++)
         {
             for(int j=0; j<15; j++)
             {
                 tex.SetPixel(i, j, Color.green);
             }
         }
 
         tex.Apply();

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avatar image chanfort · Oct 20, 2014 at 07:19 PM 0
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Thanks, that's wonderful. I didn't knew that transparency is property of color.

avatar image cyanUNITY · Aug 14, 2021 at 06:23 PM 1
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My proposal as a static class

     public static Texture2D FillColorAlpha(Texture2D tex2D, Color32? fillColor = null)
     {   
         if (fillColor ==null)
         {
             fillColor = Color.clear;
         }
         Color32[] fillPixels = new Color32[tex2D.width * tex2D.height];
         for (int i = 0; i < fillPixels.Length; i++)
         {
             fillPixels[i] = (Color32) fillColor;
         }
         tex2D.SetPixels32(fillPixels);
         return tex2D;
     }

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Answer by bitCulture · May 31, 2018 at 06:03 PM

I know this is a super old post, but I am having the same problem even after pre-filling a Texture2D with completely transparent (and black) pixels. I was also sure to specify the TextureFormat (in this case as RGBA32 as I will be adding pixel data to it later from other textures in that format). At this point though, it's just a generic Texture2D with completely transparent pixel data and it's rendering as semi-transparent white.

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