source | コピー元の画像 |
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 | Material to use for copying. Material's shader could do some post-processing effect, for example. |
pass | If -1 (default), draws all passes in the material. Otherwise, draws given pass only. |
Texture型のデータをRenderTexrureへコピーする
This is mostly used for implementing image effects,
and requires Unity Pro.
Blit sets dest
to be active render texture, sets source
as
_MainTex
property on the material, and draws a full-screen quad.
See Also: Graphics.BlitMultiTap, image effects.
// Copies aTexture to rTex and displays it in all cameras. var aTexture : Texture; var rTex : RenderTexture; function Start() { if(!aTexture || !rTex) Debug.LogError("A texture or a render texture are missing, assign them."); } function Update () { Graphics.Blit (aTexture, rTex); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public Texture aTexture; public RenderTexture rTex; void Start() { if (!aTexture || !rTex) Debug.LogError("A texture or a render texture are missing, assign them."); } void Update() { Graphics.Blit(aTexture, rTex); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public aTexture as Texture public rTex as RenderTexture def Start() as void: if (not aTexture) or (not rTex): Debug.LogError('A texture or a render texture are missing, assign them.') def Update() as void: Graphics.Blit(aTexture, rTex)