To blitA shorthand term for “bit block transfer”. A blit operation is the process of transferring blocks of data from one place in memory to another.
See in Glossary from one texture to another in a custom render pass in the Universal Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary (URP), use the Blitter API from the Core Scriptable Render Pipeline (SRP).
The shaderA program that runs on the GPU. More info
See in Glossary you use with the Blitter
API must be a hand-coded shader. Shader Graph shaders aren’t compatible with the Blitter
API.
Note: Don’t use the CommandBuffer.Blit
or Graphics.Blit
APIs, or APIs that use them internally such as RenderingUtils.Blit
. These APIs might break XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info
See in Glossary rendering, and aren’t compatible with native render passes.
For example in the Execute
function in a render pass, add the following:
{
Blitter.BlitCameraTexture(commandBuffer, sourceTexture, destinationTexture, materialToUse, passNumber);
}
For a full example, refer to Example of a Scriptable Renderer Feature in Compatibility Mode.
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