src | The source texture. The texture must be a Texture2D or Cubemap. |
dst | The destination texture. The texture must be a Texture2D, Texture2DArray, Cubemap, or CubemapArray. The texture must also be uncompressed and correspond to a supported RenderTextureFormat. |
srcElement | The element in the source texture to copy from. Use CubemapFace if src is a Cubemap. Set the value to 0 if src is a 2D texture. |
dstElement | The element in the source texture to copy to. For example, the CubemapFace in a Cubemap or the slice in a texture array. Set the value to 0 if `dst` is a 2D texture. |
bool
true
if the method succeeded.
Copies the pixel data from one texture, converts the data into a different format, and copies it into another texture.
This method converts and copies pixel data from one texture to another on the GPU.
When you use ConvertTexture
, Unity does the following:
Creates a temporary RenderTexture that matches the size and format of the dst
texture.
Uses Graphics.Blit to copy from the src
texture to the temporary render texture, and converts to the format of dst
.
Uses Graphics.CopyTexture to copy from the temporary render texture to the dst
texture.
This means it might be faster to convert the texture before you load it into Unity. Or if you can create dst
as a render texture, you can use Graphics.Blit instead.
You can use textures with different sizes for src
and dst
.ConvertTexture
doesn't support the following conversions:
Cubemap to Texture2D.
Conversions that use RenderTextures - use Graphics.Blit instead.
You can't use ConvertTexture
if you use OpenGL with MacOS. Depending on your graphics API, you might not be able to do some types of conversions. For more information on compatibility, see SystemInfo.copyTextureSupport, CopyTextureSupport and Graphics.CopyTexture.
To copy the converted texture from the GPU to the CPU, use Texture2D.RequestIntoNativeArray.
See Also: CopyTextureSupport.
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