Version: 2023.2
언어: 한국어
public static void BlitMultiTap (Texture source, RenderTexture dest, Material mat, params Vector2[] offsets);
public static void BlitMultiTap (Texture source, RenderTexture dest, Material mat, int destDepthSlice, params Vector2[] offsets);
public static void BlitMultiTap (Texture source, Rendering.GraphicsTexture dest, Material mat, params Vector2[] offsets);
public static void BlitMultiTap (Texture source, Rendering.GraphicsTexture dest, Material mat, int destDepthSlice, params Vector2[] offsets);

파라미터

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.

설명

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.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961