|screenRect||Rectangle on the screen to use for the texture. In pixel coordinates with (0,0) in the upper-left corner.|
|texture||Texture to draw.|
|sourceRect||Region of the texture to use. In normalized coordinates with (0,0) in the bottom-left corner.|
|leftBorder||Number of pixels from the left that are not affected by scale.|
|rightBorder||Number of pixels from the right that are not affected by scale.|
|topBorder||Number of pixels from the top that are not affected by scale.|
|bottomBorder||Number of pixels from the bottom that are not affected by scale.|
|color||Color that modulates the output. The neutral value is (0.5, 0.5, 0.5, 0.5). Set as vertex color for the shader.|
|mat||Custom Material that can be used to draw the texture. If null is passed, a default material with the Internal-GUITexture.shader is used.|
|pass||If -1 (default), draws all passes in the material. Otherwise, draws given pass only.|
Draw a texture in screen coordinates.
If you want to draw a texture from inside of OnGUI code, you should only do that from EventType.Repaint events. It's probably better to use GUI.DrawTexture for GUI code.