source | Source texture. |
dest | Destination RenderTexture, or null to blit directly to screen. |
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. |
Copies source texture into destination render texture.
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 Example : 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 Example(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)