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"). |
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.
See Also: GetTemporaryRT, RenderTargetIdentifier.