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Question by amitshah · Feb 24, 2017 at 10:50 PM · 2dshader

Render a texture to a specific location in RenderTexture

Hello Unity Folks,

My goal is to build a blood splatter system for a 2d game im working on. I have used stencil buffers to highlight areas that should clip or show blood splatters. Initially I was spawning sprites that I would display on screen, but after a while this led to poor performance as I want the splatter to last nearly indefinitely.

So i thought I would render the sprite texture to a RenderTexture with an additive blend. I create a RenderTexture that is the same size as my screen:

 RenderTexture paintTexture = new RenderTexture(Screen.width, Screen.height,24)// enable the stencil buffer.

My question is, how do I draw my 24x24 pixel blood texture on to the RenderTexture?

I tried doing:

 Graphics.SetRenderTarget (paintTexture);
         //GL.Clear (true, true, Color.black); //i need the stencil so dont clear
         //GL.PushMatrix ();
         //GL.LoadPixelMatrix();
         Vector3 sp = Camera.main.WorldToScreenPoint(transform.position);
         Graphics.DrawTexture(new Rect(0,0,Screen.width,Screen.height),this.sprites[4].texture);
         //GL.PopMatrix ();
         RenderTexture.active = null;

but I have no luck, the sprite is not in the correct location and the size is totally off. I would prefer doing this in a shader as well, but how would I scale the blood texture to ensure to get the correct position and ensure the UV's dont scale the entire size of the RenderTexture?

I would use Graphics.Blit(paintTexture,longTermPaintTexture,transferToLongTermMaterial) to additively blend the 2 renderTextures after.

Any help would be greatly appreciated.

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