terrainDest | 返回要为每个地形写入的 RenderTexture 的函数。 |
blitMaterial | 用于复制数据的材质。如果为 null,则使用默认 blit 材质。 |
blitPass | 用于复制数据的材质通道。其默认值为 0。 |
beforeBlit | 要在复制到每个地形之前调用的可选操作。 |
afterBlit | 要在复制到每个地形之后调用的可选操作。 |
通过将修改复制回用户为源地形瓦片指定的 RenderTextures,应用已编辑的 PaintContext。
完成对 PaintContext 的编辑之后,此函数将 destinationRenderTexture
中的已修改数据应用于为每个地形存储的数据。
Scatter 对 terrainDest
指定的一组 RenderTextures 执行此复制。
此函数使用以下步骤分散到 PaintContext 中的每个地形:
1) 调用 terrainDest
以获取目标 RenderTexture。
2) 调用 /beforeBlit/。
3) 使用 blitMaterial
和 blitPass
将 destinationRenderTexture
复制到目标 RenderTexture 中。
4) 调用 /afterBlit/。
另请参阅:PaintContext、PaintContext.Gather。
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