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Unity Engine


ConvertTexture

Adds a command to copy the pixel data from one texture, convert the data into a different format, and copy it into another texture.
Read time 3 minutesLast updated 5 days ago

Definition

ConvertTexture(RenderTargetIdentifier, RenderTargetIdentifier)

Adds a command to copy the pixel data from one texture, convert the data into a different format, and copy it into another texture.
public void ConvertTexture(RenderTargetIdentifier src, RenderTargetIdentifier dst)

Parameters

The source texture. The texture must be a Texture2D or Cubemap.

The destination texture. The texture must be a Texture2D, Texture2DArray, Cubemap, or CubemapArray. The texture must also be uncompressed and correspond to a supported RenderTextureFormat.

Remarks

This method adds a command to convert and copy pixel data from one texture to another on the GPU.
When you use
ConvertTexture
, Unity does the following:
  1. Creates a temporary RenderTexture that matches the size and format of the
    dst
    texture.
  2. Uses Graphics.Blit to copy from the
    src
    texture to the temporary render texture, and converts to the format of
    dst
    .
  3. Uses Graphics.CopyTexture to copy from the temporary render texture to the
    dst
    texture.
This means it might be faster to convert the texture before you load it into Unity. Or if you can create
dst
as a render texture, you can use CommandBuffer.Blit instead.
You can use textures with different sizes for
src
and
dst
.
ConvertTexture
doesn't support the following conversions:
  • Cubemap to Texture2D.
  • Conversions that use RenderTextures - use CommandBuffer.Blit instead.
You can't use
ConvertTexture
if you use OpenGL with MacOS. Depending on your graphics API, you might not be able to do some types of conversions. For more information on compatibility, see SystemInfo.copyTextureSupport, CopyTextureSupport and CommandBuffer.CopyTexture.
To copy the converted texture from the GPU to the CPU, use RequestIntoNativeArray.
Additional Resources: CopyTextureSupport.

ConvertTexture(RenderTargetIdentifier, int, RenderTargetIdentifier, int)

Adds a command to copy the pixel data from one texture, convert the data into a different format, and copy it into another texture.
public void ConvertTexture(RenderTargetIdentifier src, int srcElement, RenderTargetIdentifier dst, int dstElement)

Parameters

The source texture. The texture must be a Texture2D or Cubemap.

srcElement

The element in the source texture to copy from. Use CubemapFace if
src
is a Cubemap. Set the value to
0
if
src
is a 2D texture.

The destination texture. The texture must be a Texture2D, Texture2DArray, Cubemap, or CubemapArray. The texture must also be uncompressed and correspond to a supported RenderTextureFormat.

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 convert and copy pixel data from one texture to another on the GPU.
When you use
ConvertTexture
, Unity does the following:
  1. Creates a temporary RenderTexture that matches the size and format of the
    dst
    texture.
  2. Uses Graphics.Blit to copy from the
    src
    texture to the temporary render texture, and converts to the format of
    dst
    .
  3. Uses Graphics.CopyTexture to copy from the temporary render texture to the
    dst
    texture.
This means it might be faster to convert the texture before you load it into Unity. Or if you can create
dst
as a render texture, you can use CommandBuffer.Blit instead.
You can use textures with different sizes for
src
and
dst
.
ConvertTexture
doesn't support the following conversions:
  • Cubemap to Texture2D.
  • Conversions that use RenderTextures - use CommandBuffer.Blit instead.
You can't use
ConvertTexture
if you use OpenGL with MacOS. Depending on your graphics API, you might not be able to do some types of conversions. For more information on compatibility, see SystemInfo.copyTextureSupport, CopyTextureSupport and CommandBuffer.CopyTexture.
To copy the converted texture from the GPU to the CPU, use RequestIntoNativeArray.
Additional Resources: CopyTextureSupport.