public static void DrawTexture (Rect screenRect, Texture texture, Material mat= null, int pass= -1);
public static void DrawTexture (Rect screenRect, Texture texture, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Material mat= null, int pass= -1);
public static void DrawTexture (Rect screenRect, Texture texture, Rect sourceRect, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Material mat= null, int pass= -1);
public static void DrawTexture (Rect screenRect, Texture texture, Rect sourceRect, int leftBorder, int rightBorder, int topBorder, int bottomBorder, Color color, Material mat= null, int pass= -1);

Parámetros

screenRectRectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.
texture Texture to draw.
sourceRectRegion of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.
leftBorderNúmero de píxeles de la izquierda que no están afectados por la escala.
rightBorderNúmero de píxeles de la derecha que no están afectados por la escala.
topBorderNúmero de píxeles de arriba que no están afectados por la escala.
bottomBorderNúmero de píxeles de abajo que no están afectados por la escala.
color Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.
matCustom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.
passIf -1 (default), draws all passes in the material. Otherwise, draws given pass only.

Descripción

Draw a texture in screen coordinates.

If you want to draw a texture from inside of OnGUI code, you should only do that from EventType.Repaint events. It's probably better to use GUI.DrawTexture for GUI code.

using UnityEngine;

public class Example : MonoBehaviour { // Draws a texture on the screen at 10, 10 with 100 width, 100 height.

Texture aTexture;

void OnGUI() { if (Event.current.type.Equals(EventType.Repaint)) { Graphics.DrawTexture(new Rect(10, 10, 100, 100), aTexture); } } }