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CommandBuffer.Blit

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public function Blit(source: Texture, dest: Rendering.RenderTargetIdentifier): void;
public void Blit(Texture source, Rendering.RenderTargetIdentifier dest);
public function Blit(source: Texture, dest: Rendering.RenderTargetIdentifier, mat: Material): void;
public void Blit(Texture source, Rendering.RenderTargetIdentifier dest, Material mat);
public function Blit(source: Texture, dest: Rendering.RenderTargetIdentifier, mat: Material, pass: int): void;
public void Blit(Texture source, Rendering.RenderTargetIdentifier dest, Material mat, int pass);
public function Blit(source: Rendering.RenderTargetIdentifier, dest: Rendering.RenderTargetIdentifier): void;
public function Blit(source: Rendering.RenderTargetIdentifier, dest: Rendering.RenderTargetIdentifier, mat: Material): void;
public function Blit(source: Rendering.RenderTargetIdentifier, dest: Rendering.RenderTargetIdentifier, mat: Material, pass: int): void;

Parameters

source Source texture or render target to blit from.
dest Destination to blit into.
mat Material to use.
pass Shader pass to use (default is -1, meaning "all passes").

Description

Add a "blit into a render texture" command.

This is similar to Graphics.Blit - it is mostly for copying from one (render)texture into another, potentially using a custom shader.

Source texture or render target will be passed to the material as "_MainTex" property.

Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.

See Also: GetTemporaryRT, RenderTargetIdentifier.