/// <summary>
        /// Draws a <see cref="GenericImage{T}"/> on to a <see cref="Texture2D"/> texture.
        /// </summary>
        /// <param name="texture">A reference to a <see cref="Texture2D"/> type.</param>
        /// <param name="sourceImage">A reference to the <see cref="GenericImage{T}"/> that will be drawn.</param>
        /// <param name="x">The x position where the <see cref="sourceImage"/> will be drawn.</param>
        /// <param name="y">The y position where the <see cref="sourceImage"/> will be drawn.</param>
        /// <param name="sourceX">The source x position within <see cref="sourceImage"/>.</param>
        /// <param name="sourceY">The source y position within <see cref="sourceImage"/>.</param>
        /// <param name="sourceWidth">The source width within the <see cref="sourceImage"/>.</param>
        /// <param name="sourceHeight">The source height within the <see cref="sourceImage"/>.</param>
        /// <param name="flipHorizontally">If true will flip the <see cref="sourceImage"/> horizontally before drawing.</param>
        /// <param name="flipVertically">If true will flip the <see cref="sourceImage"/> vertically before drawing.</param>
        public static void Draw(this Texture2D texture, GenericImage<Color> sourceImage, int x, int y, int sourceX, int sourceY, int sourceWidth, int sourceHeight, bool flipHorizontally, bool flipVertically)
        {
            var textureRectangle = new Rect(0, 0, texture.width, texture.height);
            var sourceRectangle = new Rect(x, y, sourceWidth, sourceHeight);
            var intersect = textureRectangle.Intersect(sourceRectangle);

            if (!intersect.Intersects(new Rect(0, 0, sourceImage.Width, sourceImage.Height)))
            {
                return;
            }

            var tempImage = new GenericImage<Color>((int)intersect.width, (int)intersect.height);
            tempImage.Draw(sourceImage, 0, 0, sourceX, sourceY, tempImage.Width, tempImage.Height, (source, blendWith) => blendWith);

            if (flipHorizontally)
            {
                tempImage.FlipHorizontally();
            }

            if (flipVertically)
            {
                tempImage.FlipVertically();
            }

            var colors = tempImage.ToUnityColorArray();
            texture.SetPixels(x, y, (int)intersect.width, (int)intersect.height, colors);
            texture.Apply();
        }