I was thinking about Graphic.Blit but it only use one texture as input.
There is a way to render material to Render Texture? I would stuff my textures to material of this shader and render it on Render Texture.
You can pass a material to Blit. You can set all possible parameters on the material. Blit simply calls mat.SetTexture(β_MainTexβ, source).
So something along the lines of
Material mat = new Material(yourShader);
mat.SetTexture("InputTexture1", texture1);
mat.SetTexture("InputTexture2", texture2);
Graphics.Blit(null, renderTexture, mat); // you might have to pass a non-null value for source, haven't tried
Destroy(mat);
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