Version: Unity 6 (6000.0)
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  • C#

Graphics.BlitMultiTap

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Declaration

public static void BlitMultiTap(Texture source, RenderTexture dest, Material mat, params Vector2[] offsets);

Declaration

public static void BlitMultiTap(Texture source, RenderTexture dest, Material mat, int destDepthSlice, params Vector2[] offsets);

Declaration

public static void BlitMultiTap(Texture source, Rendering.GraphicsTexture dest, Material mat, params Vector2[] offsets);

Declaration

public static void BlitMultiTap(Texture source, Rendering.GraphicsTexture dest, Material mat, int destDepthSlice, params Vector2[] offsets);

Parameters

source Source texture.
dest Destination RenderTexture, GraphicsTexture, or null to blit directly to screen.
mat Material to use for copying. Material's shader should do some post-processing effect.
offsets Variable number of filtering offsets. Offsets are given in pixels.
destDepthSlice The texture array destination slice to blit to.

Description

Copies source texture into destination, for multi-tap shader.

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 dest to be the active render target (changing RenderTexture.active and GraphicsTexture.active), sets source as _MainTex property on the material, and draws a full-screen quad. Each vertex of the quad has multiple texture coordinates set up, offset by offsets pixels.

BlitMultiTap has the same limitations as Graphics.Blit.

Additional resources: Graphics.Blit, post-processing effects.