Blit
Uses a shader to copy the pixel data from a texture into a render target.
Read time 42 minutesLast updated 13 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
Blit(Texture, RenderTexture)
Uses a shader to copy the pixel data from a texture into a render target.
public static void Blit(Texture source, RenderTexture dest)
Parameters
Remarks
This method copies pixel data from a texture on the GPU to a render texture or graphics texture on the GPU. This is one of the fastest ways to copy a texture.
When you use , Unity does the following:
Graphics.Blit- Sets the active render target to the texture. (See RenderTexture.active and GraphicsTexture.active.)
dest - Passes to the
sourcematerial as thematproperty._MainTex - Uses the material's shader to draw a full-screen surface from the texture to the
sourcetexture.dest
If you provide a material that doesn't have a property, doesn't use . If you provide a GraphicsTexture as , it must have GraphicsTextureDescriptorFlags.RenderTarget enabled in its GraphicsTextureDescriptor.flags.
mat_MainTexBlitsourcedestYou can use to create post-processing effects, by setting to a material with a custom shader.
Graphics.BlitmatBlitBlitAvoid setting and to the same texture, as this may cause undefined behaviour. Use Custom Render Textures with double buffering instead, or use two render textures and alternate between them to implement double buffering manually.
sourcedestIn linear color space, set GL.sRGBWrite before using , to make sure the sRGB-to-linear color conversion is what you expect.
BlitTo blit to the screen in the Built-in Render Pipeline, follow these steps:
- Set to
dest. Unity now usesnullas the destination texture.Camera.main.targetTexture - Set the Camera.targetTexture property of Camera.main to .
null
To blit to the screen in the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you must call Graphics.Blit or CommandBuffer.Blit inside a method that you call from the RenderPipelineManager.endContextRendering callback.
If you want to use a depth or stencil buffer that is part of the source (Render)texture, or blit to a subregion of a texture, you have to manually write an equivalent of the Graphics.Blit function - i.e. Graphics.SetRenderTarget with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho), setup material pass (Material.SetPass) and draw a quad (GL.Begin).
Additional Resources: Graphics.BlitMultiTap, Post-processing effects.
Examples
using UnityEngine;public class Example : MonoBehaviour{ // Copies aTexture to rTex and displays it in all cameras. Texture aTexture; 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); }}
Blit(Texture, RenderTexture, int, int)
Uses a shader to copy the pixel data from a texture into a render target.
public static void Blit(Texture source, RenderTexture dest, int sourceDepthSlice, int destDepthSlice)
Parameters
The source texture.
The destination RenderTexture or GraphicsTexture.
The element in the source texture to copy from, for example the texture in a texture array. You can't use to specify a face in a Cubemap.
sourceDepthSliceThe element in the destination texture to copy from, for example the texture in a texture array. You can't use to specify a face in a Cubemap.
destDepthSliceRemarks
This method copies pixel data from a texture on the GPU to a render texture or graphics texture on the GPU. This is one of the fastest ways to copy a texture.
When you use , Unity does the following:
Graphics.Blit- Sets the active render target to the texture. (See RenderTexture.active and GraphicsTexture.active.)
dest - Passes to the
sourcematerial as thematproperty._MainTex - Uses the material's shader to draw a full-screen surface from the texture to the
sourcetexture.dest
If you provide a material that doesn't have a property, doesn't use . If you provide a GraphicsTexture as , it must have GraphicsTextureDescriptorFlags.RenderTarget enabled in its GraphicsTextureDescriptor.flags.
mat_MainTexBlitsourcedestYou can use to create post-processing effects, by setting to a material with a custom shader.
Graphics.BlitmatBlitBlitAvoid setting and to the same texture, as this may cause undefined behaviour. Use Custom Render Textures with double buffering instead, or use two render textures and alternate between them to implement double buffering manually.
sourcedestIn linear color space, set GL.sRGBWrite before using , to make sure the sRGB-to-linear color conversion is what you expect.
BlitTo blit to the screen in the Built-in Render Pipeline, follow these steps:
- Set to
dest. Unity now usesnullas the destination texture.Camera.main.targetTexture - Set the Camera.targetTexture property of Camera.main to .
null
To blit to the screen in the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you must call Graphics.Blit or CommandBuffer.Blit inside a method that you call from the RenderPipelineManager.endContextRendering callback.
If you want to use a depth or stencil buffer that is part of the source (Render)texture, or blit to a subregion of a texture, you have to manually write an equivalent of the Graphics.Blit function - i.e. Graphics.SetRenderTarget with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho), setup material pass (Material.SetPass) and draw a quad (GL.Begin).
Additional Resources: Graphics.BlitMultiTap, Post-processing effects.
Examples
using UnityEngine;public class Example : MonoBehaviour{ // Copies aTexture to rTex and displays it in all cameras. Texture aTexture; 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); }}
Blit(Texture, RenderTexture, Vector2, Vector2)
Uses a shader to copy the pixel data from a texture into a render target.
public static void Blit(Texture source, RenderTexture dest, Vector2 scale, Vector2 offset)
Parameters
The source texture.
The destination RenderTexture or GraphicsTexture.
The scale to apply.
The offset to apply.
Remarks
This method copies pixel data from a texture on the GPU to a render texture or graphics texture on the GPU. This is one of the fastest ways to copy a texture.
When you use , Unity does the following:
Graphics.Blit- Sets the active render target to the texture. (See RenderTexture.active and GraphicsTexture.active.)
dest - Passes to the
sourcematerial as thematproperty._MainTex - Uses the material's shader to draw a full-screen surface from the texture to the
sourcetexture.dest
If you provide a material that doesn't have a property, doesn't use . If you provide a GraphicsTexture as , it must have GraphicsTextureDescriptorFlags.RenderTarget enabled in its GraphicsTextureDescriptor.flags.
mat_MainTexBlitsourcedestYou can use to create post-processing effects, by setting to a material with a custom shader.
Graphics.BlitmatBlitBlitAvoid setting and to the same texture, as this may cause undefined behaviour. Use Custom Render Textures with double buffering instead, or use two render textures and alternate between them to implement double buffering manually.
sourcedestIn linear color space, set GL.sRGBWrite before using , to make sure the sRGB-to-linear color conversion is what you expect.
BlitTo blit to the screen in the Built-in Render Pipeline, follow these steps:
- Set to
dest. Unity now usesnullas the destination texture.Camera.main.targetTexture - Set the Camera.targetTexture property of Camera.main to .
null
To blit to the screen in the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you must call Graphics.Blit or CommandBuffer.Blit inside a method that you call from the RenderPipelineManager.endContextRendering callback.
If you want to use a depth or stencil buffer that is part of the source (Render)texture, or blit to a subregion of a texture, you have to manually write an equivalent of the Graphics.Blit function - i.e. Graphics.SetRenderTarget with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho), setup material pass (Material.SetPass) and draw a quad (GL.Begin).
Additional Resources: Graphics.BlitMultiTap, Post-processing effects.
Examples
using UnityEngine;public class Example : MonoBehaviour{ // Copies aTexture to rTex and displays it in all cameras. Texture aTexture; 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); }}
Blit(Texture, RenderTexture, Vector2, Vector2, int, int)
Uses a shader to copy the pixel data from a texture into a render target.
public static void Blit(Texture source, RenderTexture dest, Vector2 scale, Vector2 offset, int sourceDepthSlice, int destDepthSlice)
Parameters
The source texture.
The destination RenderTexture or GraphicsTexture.
The scale to apply.
The offset to apply.
The element in the source texture to copy from, for example the texture in a texture array. You can't use to specify a face in a Cubemap.
sourceDepthSliceThe element in the destination texture to copy from, for example the texture in a texture array. You can't use to specify a face in a Cubemap.
destDepthSliceRemarks
This method copies pixel data from a texture on the GPU to a render texture or graphics texture on the GPU. This is one of the fastest ways to copy a texture.
When you use , Unity does the following:
Graphics.Blit- Sets the active render target to the texture. (See RenderTexture.active and GraphicsTexture.active.)
dest - Passes to the
sourcematerial as thematproperty._MainTex - Uses the material's shader to draw a full-screen surface from the texture to the
sourcetexture.dest
If you provide a material that doesn't have a property, doesn't use . If you provide a GraphicsTexture as , it must have GraphicsTextureDescriptorFlags.RenderTarget enabled in its GraphicsTextureDescriptor.flags.
mat_MainTexBlitsourcedestYou can use to create post-processing effects, by setting to a material with a custom shader.
Graphics.BlitmatBlitBlitAvoid setting and to the same texture, as this may cause undefined behaviour. Use Custom Render Textures with double buffering instead, or use two render textures and alternate between them to implement double buffering manually.
sourcedestIn linear color space, set GL.sRGBWrite before using , to make sure the sRGB-to-linear color conversion is what you expect.
BlitTo blit to the screen in the Built-in Render Pipeline, follow these steps:
- Set to
dest. Unity now usesnullas the destination texture.Camera.main.targetTexture - Set the Camera.targetTexture property of Camera.main to .
null
To blit to the screen in the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you must call Graphics.Blit or CommandBuffer.Blit inside a method that you call from the RenderPipelineManager.endContextRendering callback.
If you want to use a depth or stencil buffer that is part of the source (Render)texture, or blit to a subregion of a texture, you have to manually write an equivalent of the Graphics.Blit function - i.e. Graphics.SetRenderTarget with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho), setup material pass (Material.SetPass) and draw a quad (GL.Begin).
Additional Resources: Graphics.BlitMultiTap, Post-processing effects.
Examples
using UnityEngine;public class Example : MonoBehaviour{ // Copies aTexture to rTex and displays it in all cameras. Texture aTexture; 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); }}
Blit(Texture, RenderTexture, Material, int)
Uses a shader to copy the pixel data from a texture into a render target.
public static void Blit(Texture source, RenderTexture dest, Material mat, int pass)
Parameters
The source texture.
The destination RenderTexture or GraphicsTexture.
The material to use. If you don't provide , Unity uses a default material.
matIf the value is , Unity draws all the passes in . Otherwise, Unity draws only the pass you set to. The default value is .
-1matpass-1Remarks
This method copies pixel data from a texture on the GPU to a render texture or graphics texture on the GPU. This is one of the fastest ways to copy a texture.
When you use , Unity does the following:
Graphics.Blit- Sets the active render target to the texture. (See RenderTexture.active and GraphicsTexture.active.)
dest - Passes to the
sourcematerial as thematproperty._MainTex - Uses the material's shader to draw a full-screen surface from the texture to the
sourcetexture.dest
If you provide a material that doesn't have a property, doesn't use . If you provide a GraphicsTexture as , it must have GraphicsTextureDescriptorFlags.RenderTarget enabled in its GraphicsTextureDescriptor.flags.
mat_MainTexBlitsourcedestYou can use to create post-processing effects, by setting to a material with a custom shader.
Graphics.BlitmatBlitBlitAvoid setting and to the same texture, as this may cause undefined behaviour. Use Custom Render Textures with double buffering instead, or use two render textures and alternate between them to implement double buffering manually.
sourcedestIn linear color space, set GL.sRGBWrite before using , to make sure the sRGB-to-linear color conversion is what you expect.
BlitTo blit to the screen in the Built-in Render Pipeline, follow these steps:
- Set to
dest. Unity now usesnullas the destination texture.Camera.main.targetTexture - Set the Camera.targetTexture property of Camera.main to .
null
To blit to the screen in the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you must call Graphics.Blit or CommandBuffer.Blit inside a method that you call from the RenderPipelineManager.endContextRendering callback.
If you want to use a depth or stencil buffer that is part of the source (Render)texture, or blit to a subregion of a texture, you have to manually write an equivalent of the Graphics.Blit function - i.e. Graphics.SetRenderTarget with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho), setup material pass (Material.SetPass) and draw a quad (GL.Begin).
Additional Resources: Graphics.BlitMultiTap, Post-processing effects.
Examples
using UnityEngine;public class Example : MonoBehaviour{ // Copies aTexture to rTex and displays it in all cameras. Texture aTexture; 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); }}
Blit(Texture, RenderTexture, Material, int, int)
Uses a shader to copy the pixel data from a texture into a render target.
public static void Blit(Texture source, RenderTexture dest, Material mat, int pass, int destDepthSlice)
Parameters
The source texture.
The destination RenderTexture or GraphicsTexture.
The material to use. If you don't provide , Unity uses a default material.
matIf the value is , Unity draws all the passes in . Otherwise, Unity draws only the pass you set to. The default value is .
-1matpass-1The element in the destination texture to copy from, for example the texture in a texture array. You can't use to specify a face in a Cubemap.
destDepthSliceRemarks
This method copies pixel data from a texture on the GPU to a render texture or graphics texture on the GPU. This is one of the fastest ways to copy a texture.
When you use , Unity does the following:
Graphics.Blit- Sets the active render target to the texture. (See RenderTexture.active and GraphicsTexture.active.)
dest - Passes to the
sourcematerial as thematproperty._MainTex - Uses the material's shader to draw a full-screen surface from the texture to the
sourcetexture.dest
If you provide a material that doesn't have a property, doesn't use . If you provide a GraphicsTexture as , it must have GraphicsTextureDescriptorFlags.RenderTarget enabled in its GraphicsTextureDescriptor.flags.
mat_MainTexBlitsourcedestYou can use to create post-processing effects, by setting to a material with a custom shader.
Graphics.BlitmatBlitBlitAvoid setting and to the same texture, as this may cause undefined behaviour. Use Custom Render Textures with double buffering instead, or use two render textures and alternate between them to implement double buffering manually.
sourcedestIn linear color space, set GL.sRGBWrite before using , to make sure the sRGB-to-linear color conversion is what you expect.
BlitTo blit to the screen in the Built-in Render Pipeline, follow these steps:
- Set to
dest. Unity now usesnullas the destination texture.Camera.main.targetTexture - Set the Camera.targetTexture property of Camera.main to .
null
To blit to the screen in the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you must call Graphics.Blit or CommandBuffer.Blit inside a method that you call from the RenderPipelineManager.endContextRendering callback.
If you want to use a depth or stencil buffer that is part of the source (Render)texture, or blit to a subregion of a texture, you have to manually write an equivalent of the Graphics.Blit function - i.e. Graphics.SetRenderTarget with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho), setup material pass (Material.SetPass) and draw a quad (GL.Begin).
Additional Resources: Graphics.BlitMultiTap, Post-processing effects.
Examples
using UnityEngine;public class Example : MonoBehaviour{ // Copies aTexture to rTex and displays it in all cameras. Texture aTexture; 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); }}
Blit(Texture, RenderTexture, Material)
Uses a shader to copy the pixel data from a texture into a render target.
public static void Blit(Texture source, RenderTexture dest, Material mat)
Parameters
The source texture.
The destination RenderTexture or GraphicsTexture.
The material to use. If you don't provide , Unity uses a default material.
matRemarks
This method copies pixel data from a texture on the GPU to a render texture or graphics texture on the GPU. This is one of the fastest ways to copy a texture.
When you use , Unity does the following:
Graphics.Blit- Sets the active render target to the texture. (See RenderTexture.active and GraphicsTexture.active.)
dest - Passes to the
sourcematerial as thematproperty._MainTex - Uses the material's shader to draw a full-screen surface from the texture to the
sourcetexture.dest
If you provide a material that doesn't have a property, doesn't use . If you provide a GraphicsTexture as , it must have GraphicsTextureDescriptorFlags.RenderTarget enabled in its GraphicsTextureDescriptor.flags.
mat_MainTexBlitsourcedestYou can use to create post-processing effects, by setting to a material with a custom shader.
Graphics.BlitmatBlitBlitAvoid setting and to the same texture, as this may cause undefined behaviour. Use Custom Render Textures with double buffering instead, or use two render textures and alternate between them to implement double buffering manually.
sourcedestIn linear color space, set GL.sRGBWrite before using , to make sure the sRGB-to-linear color conversion is what you expect.
BlitTo blit to the screen in the Built-in Render Pipeline, follow these steps:
- Set to
dest. Unity now usesnullas the destination texture.Camera.main.targetTexture - Set the Camera.targetTexture property of Camera.main to .
null
To blit to the screen in the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you must call Graphics.Blit or CommandBuffer.Blit inside a method that you call from the RenderPipelineManager.endContextRendering callback.
If you want to use a depth or stencil buffer that is part of the source (Render)texture, or blit to a subregion of a texture, you have to manually write an equivalent of the Graphics.Blit function - i.e. Graphics.SetRenderTarget with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho), setup material pass (Material.SetPass) and draw a quad (GL.Begin).
Additional Resources: Graphics.BlitMultiTap, Post-processing effects.
Examples
using UnityEngine;public class Example : MonoBehaviour{ // Copies aTexture to rTex and displays it in all cameras. Texture aTexture; 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); }}
Blit(Texture, Material, int)
Uses a shader to copy the pixel data from a texture into a render target.
public static void Blit(Texture source, Material mat, int pass)
Parameters
Remarks
This method copies pixel data from a texture on the GPU to a render texture or graphics texture on the GPU. This is one of the fastest ways to copy a texture.
When you use , Unity does the following:
Graphics.Blit- Sets the active render target to the texture. (See RenderTexture.active and GraphicsTexture.active.)
dest - Passes to the
sourcematerial as thematproperty._MainTex - Uses the material's shader to draw a full-screen surface from the texture to the
sourcetexture.dest
If you provide a material that doesn't have a property, doesn't use . If you provide a GraphicsTexture as , it must have GraphicsTextureDescriptorFlags.RenderTarget enabled in its GraphicsTextureDescriptor.flags.
mat_MainTexBlitsourcedestYou can use to create post-processing effects, by setting to a material with a custom shader.
Graphics.BlitmatBlitBlitAvoid setting and to the same texture, as this may cause undefined behaviour. Use Custom Render Textures with double buffering instead, or use two render textures and alternate between them to implement double buffering manually.
sourcedestIn linear color space, set GL.sRGBWrite before using , to make sure the sRGB-to-linear color conversion is what you expect.
BlitTo blit to the screen in the Built-in Render Pipeline, follow these steps:
- Set to
dest. Unity now usesnullas the destination texture.Camera.main.targetTexture - Set the Camera.targetTexture property of Camera.main to .
null
To blit to the screen in the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you must call Graphics.Blit or CommandBuffer.Blit inside a method that you call from the RenderPipelineManager.endContextRendering callback.
If you want to use a depth or stencil buffer that is part of the source (Render)texture, or blit to a subregion of a texture, you have to manually write an equivalent of the Graphics.Blit function - i.e. Graphics.SetRenderTarget with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho), setup material pass (Material.SetPass) and draw a quad (GL.Begin).
Additional Resources: Graphics.BlitMultiTap, Post-processing effects.
Examples
using UnityEngine;public class Example : MonoBehaviour{ // Copies aTexture to rTex and displays it in all cameras. Texture aTexture; 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); }}
Blit(Texture, Material, int, int)
Uses a shader to copy the pixel data from a texture into a render target.
public static void Blit(Texture source, Material mat, int pass, int destDepthSlice)
Parameters
The source texture.
The material to use. If you don't provide , Unity uses a default material.
matIf the value is , Unity draws all the passes in . Otherwise, Unity draws only the pass you set to. The default value is .
-1matpass-1The element in the destination texture to copy from, for example the texture in a texture array. You can't use to specify a face in a Cubemap.
destDepthSliceRemarks
This method copies pixel data from a texture on the GPU to a render texture or graphics texture on the GPU. This is one of the fastest ways to copy a texture.
When you use , Unity does the following:
Graphics.Blit- Sets the active render target to the texture. (See RenderTexture.active and GraphicsTexture.active.)
dest - Passes to the
sourcematerial as thematproperty._MainTex - Uses the material's shader to draw a full-screen surface from the texture to the
sourcetexture.dest
If you provide a material that doesn't have a property, doesn't use . If you provide a GraphicsTexture as , it must have GraphicsTextureDescriptorFlags.RenderTarget enabled in its GraphicsTextureDescriptor.flags.
mat_MainTexBlitsourcedestYou can use to create post-processing effects, by setting to a material with a custom shader.
Graphics.BlitmatBlitBlitAvoid setting and to the same texture, as this may cause undefined behaviour. Use Custom Render Textures with double buffering instead, or use two render textures and alternate between them to implement double buffering manually.
sourcedestIn linear color space, set GL.sRGBWrite before using , to make sure the sRGB-to-linear color conversion is what you expect.
BlitTo blit to the screen in the Built-in Render Pipeline, follow these steps:
- Set to
dest. Unity now usesnullas the destination texture.Camera.main.targetTexture - Set the Camera.targetTexture property of Camera.main to .
null
To blit to the screen in the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you must call Graphics.Blit or CommandBuffer.Blit inside a method that you call from the RenderPipelineManager.endContextRendering callback.
If you want to use a depth or stencil buffer that is part of the source (Render)texture, or blit to a subregion of a texture, you have to manually write an equivalent of the Graphics.Blit function - i.e. Graphics.SetRenderTarget with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho), setup material pass (Material.SetPass) and draw a quad (GL.Begin).
Additional Resources: Graphics.BlitMultiTap, Post-processing effects.
Examples
using UnityEngine;public class Example : MonoBehaviour{ // Copies aTexture to rTex and displays it in all cameras. Texture aTexture; 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); }}
Blit(Texture, Material)
Uses a shader to copy the pixel data from a texture into a render target.
public static void Blit(Texture source, Material mat)
Parameters
Remarks
This method copies pixel data from a texture on the GPU to a render texture or graphics texture on the GPU. This is one of the fastest ways to copy a texture.
When you use , Unity does the following:
Graphics.Blit- Sets the active render target to the texture. (See RenderTexture.active and GraphicsTexture.active.)
dest - Passes to the
sourcematerial as thematproperty._MainTex - Uses the material's shader to draw a full-screen surface from the texture to the
sourcetexture.dest
If you provide a material that doesn't have a property, doesn't use . If you provide a GraphicsTexture as , it must have GraphicsTextureDescriptorFlags.RenderTarget enabled in its GraphicsTextureDescriptor.flags.
mat_MainTexBlitsourcedestYou can use to create post-processing effects, by setting to a material with a custom shader.
Graphics.BlitmatBlitBlitAvoid setting and to the same texture, as this may cause undefined behaviour. Use Custom Render Textures with double buffering instead, or use two render textures and alternate between them to implement double buffering manually.
sourcedestIn linear color space, set GL.sRGBWrite before using , to make sure the sRGB-to-linear color conversion is what you expect.
BlitTo blit to the screen in the Built-in Render Pipeline, follow these steps:
- Set to
dest. Unity now usesnullas the destination texture.Camera.main.targetTexture - Set the Camera.targetTexture property of Camera.main to .
null
To blit to the screen in the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you must call Graphics.Blit or CommandBuffer.Blit inside a method that you call from the RenderPipelineManager.endContextRendering callback.
If you want to use a depth or stencil buffer that is part of the source (Render)texture, or blit to a subregion of a texture, you have to manually write an equivalent of the Graphics.Blit function - i.e. Graphics.SetRenderTarget with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho), setup material pass (Material.SetPass) and draw a quad (GL.Begin).
Additional Resources: Graphics.BlitMultiTap, Post-processing effects.
Examples
using UnityEngine;public class Example : MonoBehaviour{ // Copies aTexture to rTex and displays it in all cameras. Texture aTexture; 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); }}
Blit(Texture, GraphicsTexture)
Uses a shader to copy the pixel data from a texture into a render target.
public static void Blit(Texture source, GraphicsTexture dest)
Parameters
Remarks
This method copies pixel data from a texture on the GPU to a render texture or graphics texture on the GPU. This is one of the fastest ways to copy a texture.
When you use , Unity does the following:
Graphics.Blit- Sets the active render target to the texture. (See RenderTexture.active and GraphicsTexture.active.)
dest - Passes to the
sourcematerial as thematproperty._MainTex - Uses the material's shader to draw a full-screen surface from the texture to the
sourcetexture.dest
If you provide a material that doesn't have a property, doesn't use . If you provide a GraphicsTexture as , it must have GraphicsTextureDescriptorFlags.RenderTarget enabled in its GraphicsTextureDescriptor.flags.
mat_MainTexBlitsourcedestYou can use to create post-processing effects, by setting to a material with a custom shader.
Graphics.BlitmatBlitBlitAvoid setting and to the same texture, as this may cause undefined behaviour. Use Custom Render Textures with double buffering instead, or use two render textures and alternate between them to implement double buffering manually.
sourcedestIn linear color space, set GL.sRGBWrite before using , to make sure the sRGB-to-linear color conversion is what you expect.
BlitTo blit to the screen in the Built-in Render Pipeline, follow these steps:
- Set to
dest. Unity now usesnullas the destination texture.Camera.main.targetTexture - Set the Camera.targetTexture property of Camera.main to .
null
To blit to the screen in the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you must call Graphics.Blit or CommandBuffer.Blit inside a method that you call from the RenderPipelineManager.endContextRendering callback.
If you want to use a depth or stencil buffer that is part of the source (Render)texture, or blit to a subregion of a texture, you have to manually write an equivalent of the Graphics.Blit function - i.e. Graphics.SetRenderTarget with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho), setup material pass (Material.SetPass) and draw a quad (GL.Begin).
Additional Resources: Graphics.BlitMultiTap, Post-processing effects.
Examples
using UnityEngine;public class Example : MonoBehaviour{ // Copies aTexture to rTex and displays it in all cameras. Texture aTexture; 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); }}
Blit(Texture, GraphicsTexture, int, int)
Uses a shader to copy the pixel data from a texture into a render target.
public static void Blit(Texture source, GraphicsTexture dest, int sourceDepthSlice, int destDepthSlice)
Parameters
The source texture.
The destination RenderTexture or GraphicsTexture.
The element in the source texture to copy from, for example the texture in a texture array. You can't use to specify a face in a Cubemap.
sourceDepthSliceThe element in the destination texture to copy from, for example the texture in a texture array. You can't use to specify a face in a Cubemap.
destDepthSliceRemarks
This method copies pixel data from a texture on the GPU to a render texture or graphics texture on the GPU. This is one of the fastest ways to copy a texture.
When you use , Unity does the following:
Graphics.Blit- Sets the active render target to the texture. (See RenderTexture.active and GraphicsTexture.active.)
dest - Passes to the
sourcematerial as thematproperty._MainTex - Uses the material's shader to draw a full-screen surface from the texture to the
sourcetexture.dest
If you provide a material that doesn't have a property, doesn't use . If you provide a GraphicsTexture as , it must have GraphicsTextureDescriptorFlags.RenderTarget enabled in its GraphicsTextureDescriptor.flags.
mat_MainTexBlitsourcedestYou can use to create post-processing effects, by setting to a material with a custom shader.
Graphics.BlitmatBlitBlitAvoid setting and to the same texture, as this may cause undefined behaviour. Use Custom Render Textures with double buffering instead, or use two render textures and alternate between them to implement double buffering manually.
sourcedestIn linear color space, set GL.sRGBWrite before using , to make sure the sRGB-to-linear color conversion is what you expect.
BlitTo blit to the screen in the Built-in Render Pipeline, follow these steps:
- Set to
dest. Unity now usesnullas the destination texture.Camera.main.targetTexture - Set the Camera.targetTexture property of Camera.main to .
null
To blit to the screen in the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you must call Graphics.Blit or CommandBuffer.Blit inside a method that you call from the RenderPipelineManager.endContextRendering callback.
If you want to use a depth or stencil buffer that is part of the source (Render)texture, or blit to a subregion of a texture, you have to manually write an equivalent of the Graphics.Blit function - i.e. Graphics.SetRenderTarget with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho), setup material pass (Material.SetPass) and draw a quad (GL.Begin).
Additional Resources: Graphics.BlitMultiTap, Post-processing effects.
Examples
using UnityEngine;public class Example : MonoBehaviour{ // Copies aTexture to rTex and displays it in all cameras. Texture aTexture; 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); }}
Blit(Texture, GraphicsTexture, Vector2, Vector2)
Uses a shader to copy the pixel data from a texture into a render target.
public static void Blit(Texture source, GraphicsTexture dest, Vector2 scale, Vector2 offset)
Parameters
The source texture.
The destination RenderTexture or GraphicsTexture.
The scale to apply.
The offset to apply.
Remarks
This method copies pixel data from a texture on the GPU to a render texture or graphics texture on the GPU. This is one of the fastest ways to copy a texture.
When you use , Unity does the following:
Graphics.Blit- Sets the active render target to the texture. (See RenderTexture.active and GraphicsTexture.active.)
dest - Passes to the
sourcematerial as thematproperty._MainTex - Uses the material's shader to draw a full-screen surface from the texture to the
sourcetexture.dest
If you provide a material that doesn't have a property, doesn't use . If you provide a GraphicsTexture as , it must have GraphicsTextureDescriptorFlags.RenderTarget enabled in its GraphicsTextureDescriptor.flags.
mat_MainTexBlitsourcedestYou can use to create post-processing effects, by setting to a material with a custom shader.
Graphics.BlitmatBlitBlitAvoid setting and to the same texture, as this may cause undefined behaviour. Use Custom Render Textures with double buffering instead, or use two render textures and alternate between them to implement double buffering manually.
sourcedestIn linear color space, set GL.sRGBWrite before using , to make sure the sRGB-to-linear color conversion is what you expect.
BlitTo blit to the screen in the Built-in Render Pipeline, follow these steps:
- Set to
dest. Unity now usesnullas the destination texture.Camera.main.targetTexture - Set the Camera.targetTexture property of Camera.main to .
null
To blit to the screen in the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you must call Graphics.Blit or CommandBuffer.Blit inside a method that you call from the RenderPipelineManager.endContextRendering callback.
If you want to use a depth or stencil buffer that is part of the source (Render)texture, or blit to a subregion of a texture, you have to manually write an equivalent of the Graphics.Blit function - i.e. Graphics.SetRenderTarget with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho), setup material pass (Material.SetPass) and draw a quad (GL.Begin).
Additional Resources: Graphics.BlitMultiTap, Post-processing effects.
Examples
using UnityEngine;public class Example : MonoBehaviour{ // Copies aTexture to rTex and displays it in all cameras. Texture aTexture; 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); }}
Blit(Texture, GraphicsTexture, Vector2, Vector2, int, int)
Uses a shader to copy the pixel data from a texture into a render target.
public static void Blit(Texture source, GraphicsTexture dest, Vector2 scale, Vector2 offset, int sourceDepthSlice, int destDepthSlice)
Parameters
The source texture.
The destination RenderTexture or GraphicsTexture.
The scale to apply.
The offset to apply.
The element in the source texture to copy from, for example the texture in a texture array. You can't use to specify a face in a Cubemap.
sourceDepthSliceThe element in the destination texture to copy from, for example the texture in a texture array. You can't use to specify a face in a Cubemap.
destDepthSliceRemarks
This method copies pixel data from a texture on the GPU to a render texture or graphics texture on the GPU. This is one of the fastest ways to copy a texture.
When you use , Unity does the following:
Graphics.Blit- Sets the active render target to the texture. (See RenderTexture.active and GraphicsTexture.active.)
dest - Passes to the
sourcematerial as thematproperty._MainTex - Uses the material's shader to draw a full-screen surface from the texture to the
sourcetexture.dest
If you provide a material that doesn't have a property, doesn't use . If you provide a GraphicsTexture as , it must have GraphicsTextureDescriptorFlags.RenderTarget enabled in its GraphicsTextureDescriptor.flags.
mat_MainTexBlitsourcedestYou can use to create post-processing effects, by setting to a material with a custom shader.
Graphics.BlitmatBlitBlitAvoid setting and to the same texture, as this may cause undefined behaviour. Use Custom Render Textures with double buffering instead, or use two render textures and alternate between them to implement double buffering manually.
sourcedestIn linear color space, set GL.sRGBWrite before using , to make sure the sRGB-to-linear color conversion is what you expect.
BlitTo blit to the screen in the Built-in Render Pipeline, follow these steps:
- Set to
dest. Unity now usesnullas the destination texture.Camera.main.targetTexture - Set the Camera.targetTexture property of Camera.main to .
null
To blit to the screen in the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you must call Graphics.Blit or CommandBuffer.Blit inside a method that you call from the RenderPipelineManager.endContextRendering callback.
If you want to use a depth or stencil buffer that is part of the source (Render)texture, or blit to a subregion of a texture, you have to manually write an equivalent of the Graphics.Blit function - i.e. Graphics.SetRenderTarget with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho), setup material pass (Material.SetPass) and draw a quad (GL.Begin).
Additional Resources: Graphics.BlitMultiTap, Post-processing effects.
Examples
using UnityEngine;public class Example : MonoBehaviour{ // Copies aTexture to rTex and displays it in all cameras. Texture aTexture; 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); }}
Blit(Texture, GraphicsTexture, Material, int)
Uses a shader to copy the pixel data from a texture into a render target.
public static void Blit(Texture source, GraphicsTexture dest, Material mat, int pass)
Parameters
The source texture.
The destination RenderTexture or GraphicsTexture.
The material to use. If you don't provide , Unity uses a default material.
matIf the value is , Unity draws all the passes in . Otherwise, Unity draws only the pass you set to. The default value is .
-1matpass-1Remarks
This method copies pixel data from a texture on the GPU to a render texture or graphics texture on the GPU. This is one of the fastest ways to copy a texture.
When you use , Unity does the following:
Graphics.Blit- Sets the active render target to the texture. (See RenderTexture.active and GraphicsTexture.active.)
dest - Passes to the
sourcematerial as thematproperty._MainTex - Uses the material's shader to draw a full-screen surface from the texture to the
sourcetexture.dest
If you provide a material that doesn't have a property, doesn't use . If you provide a GraphicsTexture as , it must have GraphicsTextureDescriptorFlags.RenderTarget enabled in its GraphicsTextureDescriptor.flags.
mat_MainTexBlitsourcedestYou can use to create post-processing effects, by setting to a material with a custom shader.
Graphics.BlitmatBlitBlitAvoid setting and to the same texture, as this may cause undefined behaviour. Use Custom Render Textures with double buffering instead, or use two render textures and alternate between them to implement double buffering manually.
sourcedestIn linear color space, set GL.sRGBWrite before using , to make sure the sRGB-to-linear color conversion is what you expect.
BlitTo blit to the screen in the Built-in Render Pipeline, follow these steps:
- Set to
dest. Unity now usesnullas the destination texture.Camera.main.targetTexture - Set the Camera.targetTexture property of Camera.main to .
null
To blit to the screen in the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you must call Graphics.Blit or CommandBuffer.Blit inside a method that you call from the RenderPipelineManager.endContextRendering callback.
If you want to use a depth or stencil buffer that is part of the source (Render)texture, or blit to a subregion of a texture, you have to manually write an equivalent of the Graphics.Blit function - i.e. Graphics.SetRenderTarget with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho), setup material pass (Material.SetPass) and draw a quad (GL.Begin).
Additional Resources: Graphics.BlitMultiTap, Post-processing effects.
Examples
using UnityEngine;public class Example : MonoBehaviour{ // Copies aTexture to rTex and displays it in all cameras. Texture aTexture; 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); }}
Blit(Texture, GraphicsTexture, Material, int, int)
Uses a shader to copy the pixel data from a texture into a render target.
public static void Blit(Texture source, GraphicsTexture dest, Material mat, int pass, int destDepthSlice)
Parameters
The source texture.
The destination RenderTexture or GraphicsTexture.
The material to use. If you don't provide , Unity uses a default material.
matIf the value is , Unity draws all the passes in . Otherwise, Unity draws only the pass you set to. The default value is .
-1matpass-1The element in the destination texture to copy from, for example the texture in a texture array. You can't use to specify a face in a Cubemap.
destDepthSliceRemarks
This method copies pixel data from a texture on the GPU to a render texture or graphics texture on the GPU. This is one of the fastest ways to copy a texture.
When you use , Unity does the following:
Graphics.Blit- Sets the active render target to the texture. (See RenderTexture.active and GraphicsTexture.active.)
dest - Passes to the
sourcematerial as thematproperty._MainTex - Uses the material's shader to draw a full-screen surface from the texture to the
sourcetexture.dest
If you provide a material that doesn't have a property, doesn't use . If you provide a GraphicsTexture as , it must have GraphicsTextureDescriptorFlags.RenderTarget enabled in its GraphicsTextureDescriptor.flags.
mat_MainTexBlitsourcedestYou can use to create post-processing effects, by setting to a material with a custom shader.
Graphics.BlitmatBlitBlitAvoid setting and to the same texture, as this may cause undefined behaviour. Use Custom Render Textures with double buffering instead, or use two render textures and alternate between them to implement double buffering manually.
sourcedestIn linear color space, set GL.sRGBWrite before using , to make sure the sRGB-to-linear color conversion is what you expect.
BlitTo blit to the screen in the Built-in Render Pipeline, follow these steps:
- Set to
dest. Unity now usesnullas the destination texture.Camera.main.targetTexture - Set the Camera.targetTexture property of Camera.main to .
null
To blit to the screen in the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you must call Graphics.Blit or CommandBuffer.Blit inside a method that you call from the RenderPipelineManager.endContextRendering callback.
If you want to use a depth or stencil buffer that is part of the source (Render)texture, or blit to a subregion of a texture, you have to manually write an equivalent of the Graphics.Blit function - i.e. Graphics.SetRenderTarget with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho), setup material pass (Material.SetPass) and draw a quad (GL.Begin).
Additional Resources: Graphics.BlitMultiTap, Post-processing effects.
Examples
using UnityEngine;public class Example : MonoBehaviour{ // Copies aTexture to rTex and displays it in all cameras. Texture aTexture; 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); }}
Blit(Texture, GraphicsTexture, Material)
Uses a shader to copy the pixel data from a texture into a render target.
public static void Blit(Texture source, GraphicsTexture dest, Material mat)
Parameters
The source texture.
The destination RenderTexture or GraphicsTexture.
The material to use. If you don't provide , Unity uses a default material.
matRemarks
This method copies pixel data from a texture on the GPU to a render texture or graphics texture on the GPU. This is one of the fastest ways to copy a texture.
When you use , Unity does the following:
Graphics.Blit- Sets the active render target to the texture. (See RenderTexture.active and GraphicsTexture.active.)
dest - Passes to the
sourcematerial as thematproperty._MainTex - Uses the material's shader to draw a full-screen surface from the texture to the
sourcetexture.dest
If you provide a material that doesn't have a property, doesn't use . If you provide a GraphicsTexture as , it must have GraphicsTextureDescriptorFlags.RenderTarget enabled in its GraphicsTextureDescriptor.flags.
mat_MainTexBlitsourcedestYou can use to create post-processing effects, by setting to a material with a custom shader.
Graphics.BlitmatBlitBlitAvoid setting and to the same texture, as this may cause undefined behaviour. Use Custom Render Textures with double buffering instead, or use two render textures and alternate between them to implement double buffering manually.
sourcedestIn linear color space, set GL.sRGBWrite before using , to make sure the sRGB-to-linear color conversion is what you expect.
BlitTo blit to the screen in the Built-in Render Pipeline, follow these steps:
- Set to
dest. Unity now usesnullas the destination texture.Camera.main.targetTexture - Set the Camera.targetTexture property of Camera.main to .
null
To blit to the screen in the Universal Render Pipeline (URP) or the High Definition Render Pipeline (HDRP), you must call Graphics.Blit or CommandBuffer.Blit inside a method that you call from the RenderPipelineManager.endContextRendering callback.
If you want to use a depth or stencil buffer that is part of the source (Render)texture, or blit to a subregion of a texture, you have to manually write an equivalent of the Graphics.Blit function - i.e. Graphics.SetRenderTarget with destination color buffer and source depth buffer, setup orthographic projection (GL.LoadOrtho), setup material pass (Material.SetPass) and draw a quad (GL.Begin).
Additional Resources: Graphics.BlitMultiTap, Post-processing effects.
Examples
using UnityEngine;public class Example : MonoBehaviour{ // Copies aTexture to rTex and displays it in all cameras. Texture aTexture; 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); }}