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Question by coolmist · Aug 31, 2017 at 02:25 PM · texturerenderingtexture2d

What's the best practices to modify a Texture2D efficiently by CPU?

I know that shader is the fast way to modify a texture . However, I'm trying to implement the 'fog of war'. The revealing information is store in a texture. And because I have a huge map, the performance is very important. Every time when I want to modify the texture, I need invoke Texture2D.GetPixels() and get a Color array. After the array is modified, I need invoke Texture2D.SetPixels() and convert it to Texture2D. It is very inefficiency. And the sizeof Color is 4*float = 16bytes. But a 32bit image is just 4bytes a pixel!

So is there any way to modify a Texture efficiently? Or I just use it in a wrong way?

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