|
Name | Description |
---|---|
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. |
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.
// 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)