BlitMultiTap
Copies source texture into destination, for multi-tap shader.
Read time 3 minutesLast updated 6 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
BlitMultiTap(Texture, RenderTexture, Material, Vector2[])
Copies source texture into destination, for multi-tap shader.
public static void BlitMultiTap(Texture source, RenderTexture dest, Material mat, params Vector2[] offsets)
Parameters
Source texture.
Material to use for copying. Material's shader should do some post-processing effect.
Variable number of filtering offsets. Offsets are given in pixels.
Remarks
This is mostly used for implementing some post-processing effects. For example, Gaussian or iterative Cone blurring samples source texture at multiple different locations.
BlitMultiTap sets to be the active render target (changing RenderTexture.active and GraphicsTexture.active), sets as property on the material, and draws a full-screen quad. Each vertex of the quad has multiple texture coordinates set up, offset by pixels.
destsource_MainTexoffsetsBlitMultiTap has the same limitations as Graphics.Blit.
Additional Resources: Graphics.Blit, post-processing effects.
BlitMultiTap(Texture, RenderTexture, Material, int, Vector2[])
Copies source texture into destination, for multi-tap shader.
public static void BlitMultiTap(Texture source, RenderTexture dest, Material mat, int destDepthSlice, params Vector2[] offsets)
Parameters
Source texture.
Material to use for copying. Material's shader should do some post-processing effect.
The texture array destination slice to blit to.
Variable number of filtering offsets. Offsets are given in pixels.
Remarks
This is mostly used for implementing some post-processing effects. For example, Gaussian or iterative Cone blurring samples source texture at multiple different locations.
BlitMultiTap sets to be the active render target (changing RenderTexture.active and GraphicsTexture.active), sets as property on the material, and draws a full-screen quad. Each vertex of the quad has multiple texture coordinates set up, offset by pixels.
destsource_MainTexoffsetsBlitMultiTap has the same limitations as Graphics.Blit.
Additional Resources: Graphics.Blit, post-processing effects.
BlitMultiTap(Texture, GraphicsTexture, Material, Vector2[])
Copies source texture into destination, for multi-tap shader.
public static void BlitMultiTap(Texture source, GraphicsTexture dest, Material mat, params Vector2[] offsets)
Parameters
Source texture.
Material to use for copying. Material's shader should do some post-processing effect.
Variable number of filtering offsets. Offsets are given in pixels.
Remarks
This is mostly used for implementing some post-processing effects. For example, Gaussian or iterative Cone blurring samples source texture at multiple different locations.
BlitMultiTap sets to be the active render target (changing RenderTexture.active and GraphicsTexture.active), sets as property on the material, and draws a full-screen quad. Each vertex of the quad has multiple texture coordinates set up, offset by pixels.
destsource_MainTexoffsetsBlitMultiTap has the same limitations as Graphics.Blit.
Additional Resources: Graphics.Blit, post-processing effects.
BlitMultiTap(Texture, GraphicsTexture, Material, int, Vector2[])
Copies source texture into destination, for multi-tap shader.
public static void BlitMultiTap(Texture source, GraphicsTexture dest, Material mat, int destDepthSlice, params Vector2[] offsets)
Parameters
Source texture.
Material to use for copying. Material's shader should do some post-processing effect.
The texture array destination slice to blit to.
Variable number of filtering offsets. Offsets are given in pixels.
Remarks
This is mostly used for implementing some post-processing effects. For example, Gaussian or iterative Cone blurring samples source texture at multiple different locations.
BlitMultiTap sets to be the active render target (changing RenderTexture.active and GraphicsTexture.active), sets as property on the material, and draws a full-screen quad. Each vertex of the quad has multiple texture coordinates set up, offset by pixels.
destsource_MainTexoffsetsBlitMultiTap has the same limitations as Graphics.Blit.
Additional Resources: Graphics.Blit, post-processing effects.