Unity - Scripting API: Graphics.Blit
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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:
- Sets the active render target to the
desttexture. (See RenderTexture.active and GraphicsTexture.active.) - Passes
sourceto thematmaterial as the_MainTexproperty. - Uses the material's shader to draw a full-screen surface from the
sourcetexture to thedesttexture.
- Set
desttonull. Unity now usesCamera.main.targetTextureas the destination texture. - Set the Camera.targetTexture property of Camera.main to
null.