source | Blit するソーステクスチャやレンダーターゲット |
dest | Blit する Destination |
mat | 使用するマテリアル |
pass | 使用するシェーダーパス (デフォルトは -1、意味は"すべてをパス")。 |
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. |
"blit into a render texture" コマンドを追加します。
Graphics.Blit に似ています。主にカスタムシェーダーを使用し、1つのテクスチャから別のものにコピーします。
ソーステクスチャやレンダーターゲットは "_MainTex" プロパティーとしてマテリアルに渡されます。
使用するレンダーテクスチャはいくつかの方法で示すことができます。 RenderTexture オブジェクト、GetTemporaryRT で作成された一時的なレンダーテクスチャや一時的な組み込みテクスチャ (BuiltinRenderTextureType) の1つなどです。 Implicit 変換演算子を持つ RenderTargetIdentifier 構造体で示されるすべての入力を保存します。
Blit は現在アクティブなレンダーターゲットを変えるということに気を付けてください。Blit を実行した後では、dest
がアクティブなレンダーターゲットになります。
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.
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