I have a shader graph in which I provide input to my shader (2 textures).
I then want to save the output of this shader as a Texture2D.
Currently I use Graphics.Blit to get the output of my shader as a rendertexture, that I then convert to a Texture2D again… Also, I must provide a source Texture in Graphics blit, which I don’t use in my shader…
That makes me think: is there a more efficient way to combine my 2 textures using a shader?
I’m only putting 2 Texture2Ds next to each other into one combined Texture2D…