source | Source texture or render target to blit from. |
dest | Destination to blit into. |
mat | Material to use. |
pass | Shader pass to use (default is -1, meaning "all passes"). |
scale | Scale applied to the source texture coordinate. |
offset | Offset applied to the source texture coordinate. |
Add a "blit into a render texture" command.
This is similar to Graphics.Blit - it is mostly for copying from one (render)texture into another, potentially using a custom shader.
Source texture or render target will be passed to the material as "_MainTex" property.
Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.
Note that Blit changes the currently active render target. After Blit executes, dest
becomes the active render target.
See Also: GetTemporaryRT, RenderTargetIdentifier.