Version: 2023.2
言語: 日本語
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

src The source texture or RenderTargetIdentifier.
dst The destination texture or RenderTargetIdentifier.
srcElement The element in the source texture to copy from. For example, the CubemapFace in a Cubemap or the slice in a texture array. Set the value to 0 if src is a 2D texture.
srcMip The mipmap level to copy from. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
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.
dstMip The mipmap level to write to. The range is 0 through the texture's Texture.mipmapCount. The default value is 0.
srcX The starting x coordinate of src to copy from. 0 is the left of the texture.
srcY The starting y coordinate of src to copy from. 0 is the bottom of the texture.
srcWidth The width of src to copy.
srcHeight The height of src to copy.
dstX The x coordinate of dst to copy to.
dstY The y coordinate to dst to copy to.

説明

Adds a command to copy pixel data from one texture to another.

This method adds a command to copy pixel data from one texture to another on the GPU. If you set Texture.isReadable to true for both src and dst textures, the method also copies pixel data on the CPU.

If you set Texture.isReadable to false, CopyTexture is one of the fastest ways to copy a texture. But to use CopyTexture, the following must be the same in both the source and destination texture areas: Format. You can also use two compatible formats - for example, TextureFormat.ARGB32 and RenderTextureFormat.ARGB32. Size. RenderTexture.antiAliasing values, if the textures are render textures. You might be able to copy between incompatible formats depending on your graphics API. For example, on some APIs you can copy between formats with the same bit width.

Depending on your graphics API, you might not be able to copy between different types of textures. For more information on compatibility, see SystemInfo.copyTextureSupport and CopyTextureSupport.

If src is a depth-only render texture, you must copy the whole texture, not part of it. A depth-only render texture has its color buffer set to a color format of None and its depth buffer set to a valid RenderTexture.depthStencilFormat.

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).

Even if you set Texture.isReadable to true, this method doesn't copy pixel data on the CPU if you copy only a region of a compressed texture.

Additional resources: Graphics.CopyTexture, CopyTextureSupport.