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Better way to blit RGBA texels between Texture2Ds?
Hi,
Our character customization feature is implemented by compositing various smaller 'clothing' textures into a larger 'base unit' (naked) texture. Right now I'm using GetPixels32() from the source texture and manually setting the Color32 values on a Color32[] array obtained by calling GetPixels32() on the base texture.
This is really slow, especially considering that every pixel has to perform a alpha-based lerp. Is there a better way to do this? It would be cool if Texture or Texture2D had blitting functions built-in.
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