Legacy Documentation: Version 5.1
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

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

Sumbission failed

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

Close

Cancel

Switch to Manual
public static function Blit(source: Texture, dest: RenderTexture): void;
public static void Blit(Texture source, RenderTexture dest);
public static function Blit(source: Texture, dest: RenderTexture, mat: Material, pass: int = -1): void;
public static void Blit(Texture source, RenderTexture dest, Material mat, int pass = -1);
public static function Blit(source: Texture, mat: Material, pass: int = -1): void;
public static void Blit(Texture source, Material mat, int pass = -1);

Parameters

source Source texture.
dest Destination RenderTexture, or null to blit directly to screen.
mat Material to use. 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 with a shader.

This is mostly used for implementing image effects.

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

Note that if you want to use depth or stencil buffer that is part of the source (Render)texture, you'll have to do equivalent of Blit functionality manually - i.e. Graphics.SetRenderTarget with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho), setup material pass (Material.SetPass) and draw a quad (GL.Begin).

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 ExampleClass : 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); } }