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. |
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.
See Also: Graphics.Blit, post-processing effects.