src | Source texture or identifier, see RenderTargetIdentifier. |
dst | Destination texture or identifier, see RenderTargetIdentifier. |
srcElement | Source texture element (cubemap face, texture array layer or 3D texture depth slice). |
srcMip | @param source Текстура-источник. |
dstElement | Destination texture element (cubemap face, texture array layer or 3D texture depth slice). |
dstMip | Destination texture mipmap level. |
srcX | X coordinate of source texture region to copy (left side is zero). |
srcY | Y coordinate of source texture region to copy (bottom is zero). |
srcWidth | Width of source texture region to copy. |
srcHeight | Height of source texture region to copy. |
dstX | X coordinate of where to copy region in destination texture (left side is zero). |
dstY | Y coordinate of where to copy region in destination texture (bottom is zero). |
Adds a command to copy a texture into another texture.
This function efficiently copies pixel data from one Texture to another.
Source and destination elements can be Textures, cube maps, texture array layers or 3D texture depth slices. Mipmap levels and source and destination sub-regions can be specified.
Source and destination pixel dimensions must be the same, as copying does not do any scaling.
Texture formats should be compatible (for example, TextureFormat.ARGB32 and RenderTextureFormat.ARGB32 are compatible).
Exact rules for which formats are compatible vary between graphics APIs. Formats that are exactly the same can always be copied.
On some platforms (for instance, D3D11) you can also copy between formats that are of the same bit width.
Compressed texture formats add some restrictions to the CopyTexture with a region variant. For example, PVRTC formats
are not supported since they are not block-based (for these formats you can only copy whole texture or whole mipmap level).
For block-based formats (for instance, DXT, ETC), the region size and coordinates must be a multiple of compression block size (4 pixels for DXT).
If both source and destination textures are marked as "readable" (that is, a copy of the data exists in system memory
for reading/writing on the CPU), the data is copied in system memory as well as on the GPU.
Some platforms might not have functionality of all sorts of texture copying (for instance, copy from a render texture
into a regular texture). See CopyTextureSupport, and use SystemInfo.copyTextureSupport to check.
See Also: Graphics.CopyTexture, CopyTextureSupport.