Use Texture2D to create an array of Vector2 for Planar/Quad based Strategy Tiles

I did a lot of modding for Paradox’s grand strategy games, and I like their semi-static provincial generation system, that being based entirely on building terrain from pixels. I was looking through the Script References on Texture2D and found that there is no functionality on how to find only pixels of a certain color and output their coordinates as a Vector2. The idea behind what I’d use these for is pretty straightforward, yet I need the Vector2 array before I can keep going. Any ideas on how I could accomplish this, or alternate methods I should pursue are welcome, thanks in advance.

Example sprite of what I want the texture data from:

Using GetPixels returns a flattened 2D color array of the pixels in the image. Flattened meaning it’s a 1D array arranged row after row. You can loop through them to and find the colors and coordinates you need.

Check this out for more info about flattened 2D arrays.

Thank you for the reply. I was just about to update this thread, as I solved my own issues. Originally the editor hung on a for loop around the use of GetPixel, but after switching from a Color to Transperancy it began to function again. After that I made my own function to sort the vertices and read about Delaunay Triangulation for Concave Polygons. With the polygons working, I partitioned my map into smaller regions due to the instability of the holes, and it is all functioning correctly. If anyone wants my source, or the articles I read on Delaunay Triangulation, I will link them.
Only problem remaining is the UV, but I don’t need a UV for my project.

Source File:

Finished Screenshots from Editor: