Graphics.Blit Manual     Reference     Scripting  
Scripting > Runtime Classes > Graphics
Graphics.Blit

static function Blit (source : Texture, dest : RenderTexture) : void

static function Blit (source : Texture, dest : RenderTexture, mat : Material, pass : int = -1) : void

Parameters

NameDescription
source Source texture.
dest Destination RenderTexture, or null to blit directly to screen.
mat Material to use for copying. Material's shader could do some post-processing effect, for example.
pass If -1 (default), draws all passes in the material. Otherwise, draws given pass only.

Description

Copies source texture into destination render texture.

This is mostly used for implementing image effects.

Blit sets dest to be active render texture, sets source as _MainTex property on the material, and draws a full-screen quad.

See Also: Graphics.BlitMultiTap, image effects.

JavaScript
// Copies aTexture to rTex and displays it in all cameras.

var aTexture : Texture;
var rTex : RenderTexture;

function Start() {
if(!aTexture || !rTex)
Debug.LogError("A texture or a render texture are missing, assign them.");
}

function Update () {
Graphics.Blit (aTexture, rTex);
}

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
public Texture aTexture;
public RenderTexture rTex;
void Start() {
if (!aTexture || !rTex)
Debug.LogError("A texture or a render texture are missing, assign them.");

}
void Update() {
Graphics.Blit(aTexture, rTex);
}
}

import UnityEngine
import System.Collections

class example(MonoBehaviour):

public aTexture as Texture

public rTex as RenderTexture

def Start():
if (not aTexture) or (not rTex):
Debug.LogError('A texture or a render texture are missing, assign them.')

def Update():
Graphics.Blit(aTexture, rTex)

static function Blit (source : Texture, mat : Material, pass : int = -1) : void

Description