A blitA shorthand term for “bit block transfer”. A blit operation is the process of transferring blocks of data from one place in memory to another.
See in Glossary operation is a process of copying a source texture to a destination texture.
This page provides an overview of different ways to perform a blit operation in URP and best practices to follow when writing custom render passes.
Avoid using the CommandBuffer.Blit API in URP projects.
The CommandBuffer.Blit API is the legacy API. It implicitly runs extra operations related to changing states, binding textures, and setting render targets. Those operations happen under the hood in SRP projects and are not transparent to the user.
The API has compatibility issues with the URP XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info
See in Glossary integration. Using cmd.Blit
might implicitly enable or disable XR shaderA program that runs on the GPU. More info
See in Glossary keywords, which breaks XR SPI rendering.
The CommandBuffer.Blit API is not compatible with NativeRenderPass
and RenderGraph
.
Similar considerations apply to any utilities or wrappers relying on cmd.Blit
internally, RenderingUtils.Blit
is one such example.
Use the Blitter API in URP projects. This API does not rely on legacy logic, and is compatible with XR, native Render Passes, and other SRP APIs.
The How to perform a full screen blit in URP in Compatibility Mode example shows how to create a custom Renderer Feature that performs a full screen blit. The example works in XR and is compatible with SRP APIs.