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    Class Blitter

    Various blit (texture copy) utilities for the Scriptable Render Pipelines.

    Inheritance
    object
    Blitter
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    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 _BlitTexture to bind the input texture. Set the destination parameter before using this method.

    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

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