src | Source texture or identifier, see RenderTargetIdentifier. |
dst | Destination 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)。 |
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.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.