Bit of a strange question but can you copy one texture to another on the graphics card to avoid shifting it to and from the cpu?
eg If I take a rendertexture can I blend that into another texture? Using SetPixels is dead slow because of the transfer, but it’s all on the gfx card anyway.
Keeping things on the GPU is definitely faster. What is it you want to do, exactly?
I basically want to take a bunch of decals and bake them permanently into the texture runtime. Pasting the decal with SetPixels from the cpu is dead slow. So if the texture is on the gpu I’d like to paste that little texture into a bigger one also on the gpu.
I have seen the odd paint program done entirely in a shader before so I’m guessing something similar can be done
just keep in mind that shaders don’t bake.
They apply the effect in realtime every frame.
hmm, I wonder how painting shaders work then. I saw one in rendermonkey I think and the nvidia demos
Shaders in Unity are only run when you render from a camera. While the default setup is to do this all the time, there’s nothing stopping you from setting up a seperate camera, rendering once to a RenderTexture target and using the result as much as you want without re-rendering it.