public void CopyTexture (Rendering.RenderTargetIdentifier src, int srcElement, Rendering.RenderTargetIdentifier dst, int dstElement);
public void CopyTexture (Rendering.RenderTargetIdentifier src, int srcElement, int srcMip, Rendering.RenderTargetIdentifier dst, int dstElement, int dstMip);
public void CopyTexture (Rendering.RenderTargetIdentifier src, int srcElement, int srcMip, int srcX, int srcY, int srcWidth, int srcHeight, Rendering.RenderTargetIdentifier dst, int dstElement, int dstMip, int dstX, int dstY);

パラメーター

srcSource texture or identifier, see RenderTargetIdentifier.
dstDestination texture or identifier, see RenderTargetIdentifier.
srcElementコピー元テクスチャの要素 (キューブマップ表面、テクスチャ配列レイヤー、3D テクスチャデプススライス)
srcMipソーステクスチャのミップマップレベル
dstElementコピー先テクスチャの要素 (キューブマップ表面、テクスチャ配列レイヤー、3D テクスチャデプススライス)
dstMipコピー先テクスチャのミップマップレベル
srcXコピーするソーステクスチャの x 座標 (左側が 0)。
srcYコピーするソーステクスチャの Y 座標 (一番下が 0)。
srcWidthコピーするソーステクスチャの幅
srcHeightコピーするソーステクスチャの高さ
dstXコピー先範囲の x 座標 (左側が 0)。
dstYコピー先範囲の Y 座標 (一番下が 0)。

説明

Adds a command to copy a texture into another texture.

This function efficiently copies pixel data from one Texture to another. Source and destination elements can be Textures, cube maps, texture array layers or 3D texture depth slices. Mipmap levels and source and destination sub-regions can be specified.

Source and destination pixel dimensions must be the same, as copying does not do any scaling. Texture formats should be compatible (for example, TextureFormat.ARGB32 and RenderTextureFormat.ARGB32 are compatible). Exact rules for which formats are compatible vary between graphics APIs. Formats that are exactly the same can always be copied. On some platforms (for instance, D3D11) you can also copy between formats that are of the same bit width.

Compressed texture formats add some restrictions to the CopyTexture with a region variant. For example, PVRTC formats are not supported since they are not block-based (for these formats you can only copy whole texture or whole mipmap level). For block-based formats (for instance, DXT, ETC), the region size and coordinates must be a multiple of compression block size (4 pixels for DXT).

If both source and destination textures are marked as "readable" (that is, a copy of the data exists in system memory for reading/writing on the CPU), the data is copied in system memory as well as on the GPU.

Some platforms might not have functionality of all sorts of texture copying (for instance, copy from a render texture into a regular texture). See CopyTextureSupport, and use SystemInfo.copyTextureSupport to check.

See Also: Graphics.CopyTexture, CopyTextureSupport.