Unity - Scripting API: Graphics.DrawTexture
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Declaration
public static void DrawTexture(Rect screenRect, Texture texture, Material mat = null, int pass = -1);
Declaration
public static void DrawTexture(Rect screenRect, Texture texture, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Material mat = null, int pass = -1);
Parameters
| Parameter | Description |
|---|---|
| screenRect | Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner. |
| texture | Texture to draw. |
| sourceRect | Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner. |
| leftBorder | Number of pixels from the left that are not affected by scale. |
| rightBorder | Number of pixels from the right that are not affected by scale. |
| topBorder | Number of pixels from the top that are not affected by scale. |
| bottomBorder | Number of pixels from the bottom that are not affected by scale. |
| color | Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader. |
| mat | Custom Material that can be used to draw the texture. Unity passes the texture into the shader as _MainTex. If null is passed, a default material with the Internal-GUITexture.shader is used. |
| pass | If -1 (default), draws all passes in the material. Otherwise, draws given pass only. |
Description
Draw a texture in screen coordinates.
If you want to draw a texture from inside of OnGUI code, you should only do that from EventType.Repaint events. It's probably better to use GUI.DrawTexture for GUI code.