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Unity Engine


CopyActiveRenderTextureToTexture(string, int, RectInt, Vector2Int, bool)

Copies the specified part of the active RenderTexture to the Terrain texture.
Read time 1 minuteLast updated 4 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.TerrainModule
public void CopyActiveRenderTextureToTexture(string textureName, int textureIndex, RectInt sourceRect, Vector2Int dest, bool allowDelayedCPUSync)

Parameters

textureName

The name of the Terrain texture to copy into.

textureIndex

The index of the Terrain texture to copy into.

sourceRect

The part of the active Render Texture to copy.

The X and Y coordinates of the Terrain texture to copy into.

allowDelayedCPUSync

Specifies whether to allow delayed CPU synchronization of the texture.

Remarks

If the
allowDelayedCPUSync
parameter is set to
true
, and the platform supports copying between a RenderTexture and a Texture2D, Unity performs a GPU copy from the active RenderTexture to the Terrain texture. This is sufficient for Terrain rendering, but you will need to call TerrainData.SyncTexture afterward to synchronize the CPU part of the texture.
If the
allowDelayedCPUSync
parameter is set to
false
, or the platform doesn't support copying between textures, Unity immediately reads back the content of the active RenderTexture, and updates both the CPU and GPU parts of the Terrain texture.
Unity recommends you create the source Render Texture to copy in the format that _heightmapRenderTextureFormat specifies, and call the HLSL function
PackHeightmap
before you write to the source render texture. To use
PackHeightmap
, make sure you have the include directive
#include "UnityCG.cginc"
in your shader.