|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").|
|scale||Scale applied to the source texture coordinate.|
|offset||Offset applied to the source texture coordinate.|
|sourceDepthSlice||The texture array source slice to perform the blit from.|
|destDepthSlice||The texture array destination slice to perform the blit to.|
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.
Note that Blit changes the currently active render target. After Blit executes,
dest becomes the active render target.
Often the previous content of the Blit
dest does not need to be preserved. In this case, it is recommended to activate the
dest render target explicitly with the appropriate load and store actions using SetRenderTarget. The Blit
dest should then be set to BuiltinRenderTextureType.CurrentActive.
See Also: GetTemporaryRT, RenderTargetIdentifier.