Class Blitter
Various blit (texture copy) utilities for the Scriptable Render Pipelines.
Inherited Members
Namespace: UnityEngine.Rendering
Assembly: Unity.RenderPipelines.Core.Runtime.dll
Syntax
public static class Blitter
Methods
Name | Description |
---|---|
BlitCameraTexture(CommandBuffer, RTHandle, RTHandle, float, bool) | Blit a RTHandle to another RTHandle. This will properly account for partial usage (in term of resolution) of the texture for the current viewport. |
BlitCameraTexture(CommandBuffer, RTHandle, RTHandle, Material, int) | Blit a RTHandle to another RTHandle. This will properly account for partial usage (in term of resolution) of the texture for the current viewport. This overloads allows the user to override the default blit shader |
BlitCameraTexture(CommandBuffer, RTHandle, RTHandle, Rect, float, bool) | Blit a RTHandle to another RTHandle. This will properly account for partial usage (in term of resolution) of the texture for the current viewport. This overload allows user to override the viewport of the destination RTHandle. |
BlitCameraTexture(CommandBuffer, RTHandle, RTHandle, RenderBufferLoadAction, RenderBufferStoreAction, Material, int) | Blit a RTHandle to another RTHandle. This will properly account for partial usage (in term of resolution) of the texture for the current viewport. This overloads allows the user to override the default blit shader |
BlitCameraTexture(CommandBuffer, RTHandle, RTHandle, Vector4, float, bool) | Blit a RTHandle to another RTHandle. This will properly account for partial usage (in term of resolution) of the texture for the current viewport. This overload allows user to override the scale and bias used when sampling the input RTHandle. |
BlitCameraTexture2D(CommandBuffer, RTHandle, RTHandle, float, bool) | Blit a RThandle Texture2D RTHandle to another RTHandle. This will properly account for partial usage (in term of resolution) of the texture for the current viewport. |
BlitColorAndDepth(RasterCommandBuffer, Texture, RenderTexture, Vector4, float, bool) | Blit a 2D texture and depth buffer. |
BlitColorAndDepth(CommandBuffer, Texture, RenderTexture, Vector4, float, bool) | |
BlitCubeToOctahedral2DQuad(CommandBuffer, Texture, Vector4, int) | Blit a cube texture into 2d texture as octahedral quad. (projection) |
BlitCubeToOctahedral2DQuadSingleChannel(CommandBuffer, Texture, Vector4, int) | Blit a cube texture into 2d texture as octahedral quad. (projection) Conversion between single and multi channel formats. RGB(A) to YYYY (luminance). R to RRRR. A to AAAA. |
BlitCubeToOctahedral2DQuadWithPadding(CommandBuffer, Texture, Vector2, Vector4, int, bool, int, Vector4?) | Blit a cube texture into 2d texture as octahedral quad with padding. (projection) |
BlitOctahedralWithPadding(CommandBuffer, Texture, Vector2, Vector4, Vector4, int, bool, int) | Blit a texture (which is a Octahedral projection) using a quad in the current render target. |
BlitOctahedralWithPaddingMultiply(CommandBuffer, Texture, Vector2, Vector4, Vector4, int, bool, int) | Blit a texture (which is a Octahedral projection) using a quad in the current render target, by performing an alpha blend with the existing content on the render target. |
BlitQuad(CommandBuffer, Texture, Vector4, Vector4, int, bool) | Blit a texture using a quad in the current render target. |
BlitQuadSingleChannel(CommandBuffer, Texture, Vector4, Vector4, int) | Bilinear Blit a texture using a quad in the current render target. Conversion between single and multi channel formats. RGB(A) to YYYY (luminance). R to RRRR. A to AAAA. |
BlitQuadWithPadding(CommandBuffer, Texture, Vector2, Vector4, Vector4, int, bool, int) | Blit a texture using a quad in the current render target. |
BlitQuadWithPaddingMultiply(CommandBuffer, Texture, Vector2, Vector4, Vector4, int, bool, int) | Blit a texture using a quad in the current render target, by performing an alpha blend with the existing content on the render target. |
BlitTexture(RasterCommandBuffer, RTHandle, Vector4, float, bool) | Blit a RTHandle texture. |
BlitTexture(RasterCommandBuffer, RTHandle, Vector4, Material, int) | Blit a RTHandle texture |
BlitTexture(RasterCommandBuffer, RenderTargetIdentifier, Vector4, Material, int) | Blit a RTHandle texture |
BlitTexture(CommandBuffer, RTHandle, Vector4, float, bool) | |
BlitTexture(CommandBuffer, RTHandle, Vector4, Material, int) | |
BlitTexture(CommandBuffer, RenderTargetIdentifier, RenderTargetIdentifier, Material, int) | Blit a Texture with a specified material. The reference name "_BlitTexture" will be used to bind the input texture. |
BlitTexture(CommandBuffer, RenderTargetIdentifier, RenderTargetIdentifier, RenderBufferLoadAction, RenderBufferStoreAction, Material, int) | Blit a Texture with a specified material. The reference name "_BlitTexture" will be used to bind the input texture. |
BlitTexture(CommandBuffer, RenderTargetIdentifier, Vector4, Material, int) | |
BlitTexture(CommandBuffer, Vector4, Material, int) | Blit a Texture with a given Material. Unity uses the reference name |
BlitTexture2D(RasterCommandBuffer, RTHandle, Vector4, float, bool) | Blit a RTHandle texture 2D. |
BlitTexture2D(CommandBuffer, RTHandle, Vector4, float, bool) | |
Cleanup() | Release Blitter resources. |
GetBlitMaterial(TextureDimension, bool) | Returns the default blit material. |
Initialize(Shader, Shader) | Initialize Blitter resources. Must be called once before any use |