So, in my project i use textures for my terrain generator, e.g. to determine how much a procedural generation algorithm should blend with others, to create smooth terrain transitions (e.g. 2 different types of Perlin noise algorithms, one for hills and one for mountains). The only problem is that i like my terrain generator to compute asynchronously to the main thread. Unfortunately the Texture2D.GetPixel() function can only be used on the main thread; In the current workaround creating a frame drop each time a set of textures is loaded and converted to a Color[ , ] array for the async mesh builder to use. I was wondering if there would be a alternate method to Texture2D.GetPixel() that could retrieve pixel information from a texture asynchronously.