Unity - Scripting API: Graphics.Blit

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Declaration

public static void Blit(Texture source, Material mat, int pass = -1);

Declaration

public static void Blit(Texture source, Material mat, int pass, int destDepthSlice);

Declaration

public static void Blit(Texture source, RenderTexture dest, int sourceDepthSlice, int destDepthSlice);

Parameters

Parameter Description
source The source texture.
dest The destination RenderTexture or GraphicsTexture.
mat The material to use. If you don't provide mat, Unity uses a default material.
pass If the value is -1, Unity draws all the passes in mat. Otherwise, Unity draws only the pass you set pass to. The default value is -1.
scale The scale to apply.
offset The offset to apply.
sourceDepthSlice The element in the source texture to copy from, for example the texture in a texture array. You can't use sourceDepthSlice to specify a face in a Cubemap.
destDepthSlice The element in the destination texture to copy from, for example the texture in a texture array. You can't use destDepthSlice to specify a face in a Cubemap.

Description

Uses a shader to copy the pixel data from a texture into a render target.

This method copies pixel data from a texture on the GPU to a render texture or graphics texture on the GPU. This is one of the fastest ways to copy a texture.

When you use Graphics.Blit, Unity does the following:

  1. Sets the active render target to the dest texture. (See RenderTexture.active and GraphicsTexture.active.)
  2. Passes source to the mat material as the _MainTex property.
  3. Uses the material's shader to draw a full-screen surface from the source texture to the dest texture.
  1. Set dest to null. Unity now uses Camera.main.targetTexture as the destination texture.
  2. Set the Camera.targetTexture property of Camera.main to null.