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Unity Engine


CopyTexture

Adds a command to copy pixel data from one texture to another.
Read time 9 minutesLast updated 4 days ago

Definition

CopyTexture(RenderTargetIdentifier, RenderTargetIdentifier)

Adds a command to copy pixel data from one texture to another.
public void CopyTexture(RenderTargetIdentifier src, RenderTargetIdentifier dst)

Parameters

Remarks

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:
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.

CopyTexture(RenderTargetIdentifier, int, RenderTargetIdentifier, int)

Adds a command to copy pixel data from one texture to another.
public void CopyTexture(RenderTargetIdentifier src, int srcElement, RenderTargetIdentifier dst, int dstElement)

Parameters


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.

The destination texture or RenderTargetIdentifier.

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.

Remarks

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:
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.

CopyTexture(RenderTargetIdentifier, int, int, RenderTargetIdentifier, int, int)

Adds a command to copy pixel data from one texture to another.
public void CopyTexture(RenderTargetIdentifier src, int srcElement, int srcMip, RenderTargetIdentifier dst, int dstElement, int dstMip)

Parameters


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
.

The destination texture or RenderTargetIdentifier.

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
.

Remarks

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:
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.

CopyTexture(RenderTargetIdentifier, int, int, int, int, int, int, RenderTargetIdentifier, int, int, int, int)

Adds a command to copy pixel data from one texture to another.
public void CopyTexture(RenderTargetIdentifier src, int srcElement, int srcMip, int srcX, int srcY, int srcWidth, int srcHeight, RenderTargetIdentifier dst, int dstElement, int dstMip, int dstX, int dstY)

Parameters


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
.

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.

The destination texture or RenderTargetIdentifier.

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
.

dstX

The x coordinate of
dst
to copy to.

dstY

The y coordinate to
dst
to copy to.

Remarks

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:
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.