Using Blit without a source?

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…

Graphics.Blit(null, myFancyTexture);
Souce texture parameter is nothing more that material.SetTexture(“_MainTex”, source) for your material.

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