source | ソーステクスチャ (コピー元のテクスチャ) |
dest | コピー先の RenderTexture オブジェクト。null の場合、直接画面に転送する |
mat | コピーに使用するマテリアル。マテリアルのシェーダーはいくつかの後処理のエフェクトを行う必要があります。 |
offsets | フィルタリングオフセットの変数の番号。オフセットはピクセル単位です。 |
destDepthSlice | The texture array destination slice to blit to. |
マルチタップシェーダーの元のテクスチャをコピー先にコピーします。
This is mostly used for implementing some post-processing effects. For example,
Gaussian or iterative Cone blurring samples source texture at multiple different locations.
BlitMultiTap sets dest
to be active render texture, sets source
as
_MainTex
property on the material, and draws a full-screen quad. Each vertex of the quad
has multiple texture coordinates set up, offset by offsets
pixels.
BlitMultiTap has the same limitations as Graphics.Blit.
See Also: Graphics.Blit, post-processing effects.
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