関連項目:RenderTexture.format、RenderTextureクラス 変数 ARGB32チャンネルあたり 8 ビットのテクスチャ形式 Depthデプスをレンダリングしたテクスチャ形式 ARGBHalfチャンネルあたり 16 ビット浮動小数点のテクスチャ形式 Shadowmapネイティブのシャドウマップレンダーテクスチャ形式 ...
RenderTextureFormat.RGB565 Description Color render texture format. 5 bits for Red channel, 6 bits for Green channel, 5 bits for Blue channelNote that not all graphics cards support 16 bit textures. Use SystemInfo.SupportsRenderTextureFormat to check for support.See Also: RenderTexture.format, ...
1.首先创建一个RenderTexture // 创建render texture mShadowRT = new RenderTexture(mRenderTexSize, mRenderTexSize, 0, RenderTextureFormat.R8); mShadowRT.name = "ShadowRT"; mShadowRT.antiAliasing = 1; // 关闭抗锯齿 mShadowRT.filterMode = FilterMode.Bilinear; mShadowRT.wrapMode = TextureWrapMode....
height >> (int)m_Owner.m_TexQuality; RenderTextureDescriptor desc = cameraTextureDescriptor; desc.colorFormat = RenderTextureFormat.ARGBHalf; desc.width = width; desc.height = height; desc.msaaSamples = 1; cmd.GetTemporaryRT(s_PDOAlbedoTexPropID, desc, FilterMode.Bilinear); RenderTextureDescriptor ...
RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthAttachmentHandle) { this.depthAttachmentHandle = depthAttachmentHandle; baseDescriptor.colorFormat = RenderTextureFormat.ARGB4444; baseDescriptor.depthBufferBits = kDepthBufferBits; // Depth-Only pass don't use MSAA ...
RenderTexture.active=rt; Texture2D tex=newTexture2D(rt.width, rt.height, TextureFormat.ARGB32,false); tex.ReadPixels(newRect(0,0, rt.width, rt.height),0,0); tex.Apply(); textures[i].mainTexture=tex; GameObject.Destroy(go); }
IEnumeratorSaveImage(Texture texture){// 因为"WaitForEndOfFrame"在OnGUI之后执行// 所以我们只在渲染完成之后才读取屏幕上的画面yieldreturnnewWaitForEndOfFrame();Texture2D texture2D=newTexture2D(texture.width,texture.height,TextureFormat.RGBA32,false);RenderTexture currentRT=RenderTexture.active;RenderTexture rend...
获得深度纹理的方法与颜色纹理的方法相同,只是必须使用不同的纹理格式。这要求我们再次调用GetTemporaryRT,并带有两个额外的参数。首先是过滤器模式,应该是默认的FilterMode.Point,然后是RenderTextureFormat.Depth。颜色纹理的深度位应设置回零,这是默认值,但让我们明确一点。
RenderTexture tempBuffer = RenderTexture.GetTemporary(renderWidth, renderHeight, 0, RenderTextureFormat.RGB111110Float); // 拷贝m_rt中的渲染数据到tempBuffer,并仅绘制指定的pass1的纹理数据 Graphics.Blit(m_rt, tempBuffer, material, 1); // 清空m_rt ...
var rendTex = new RenderTexture(width, height, 24, RenderTextureFormat.ARGB32); rendTex.Create(); Graphics.SetRenderTarget(rendTex); GL.PushMatrix(); GL.Clear(true, true, Color.clear); GL.PopMatrix(); var mat = new Material(Shader.Find("Unlit/Transparent")); ...