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Question by orklando · Jan 18, 2018 at 01:12 PM · graphicsrendertextureblit

Blitting a Texture once

When working with Graphics.Blit(), I have noticed that the Texture being drawn onto the RenderTexture as multiple times even if Graphics.Blit() is only called once. Here's an example of what I mean.

Below is a the entire script I am using to call Graphics.Blit()

 using UnityEngine;
 using System.Collections;
 using UnityEngine.UI;
 
 public class SuperBasicBlitTest : MonoBehaviour
 {
     private RenderTexture renderTexture;
     public Texture blitTexture;
     
     void Start()
     {
         this.renderTexture = (RenderTexture) this.gameObject.GetComponent<RawImage>().texture;
         Graphics.Blit(blitTexture, renderTexture, new Vector2(10.0f, 10.0f), new Vector2(-0.5f, -0.5f));
     }
 
     void Update()
     {
 
     }
 }
 

The only call to Graphics.Blit() is in during Start() which should only be called once, as only one object has this script. Here is the image I was using as the source: alt text But Once I call the Blit, the destination begins to look like this: alt text
The same image appears 10 times because I scaled it to takes up a 10th of the destination RenderTexture. My question is, how can I scale it in this was without causing the same image to appear multiple times?

What I want to know is, how can I make sure that the source image appears only once and without giving up control over the size and position of the source texture.

pencil.png (408 B)
destination.png (29.8 kB)
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