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The biggest optimization you can do is to calculate this on the graphics card -- one way to do that is to use Graphics.Blit and a shader to do the brightness/contrast effect. The result has to be a RenderTexture, but if you need the result in a Texture2D, you can use Texture2D.ReadPixels to copy the data from a RenderTexture to a Texture2D, in about 3 lines ...



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