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The active render texture.
All rendering goes into the active RenderTexture.
If the active RenderTexture is null
everything is rendered in the main window.
When a RenderTexture becomes active its hardware rendering context is automatically created if it hasn't been created already.
// Get the contents of a RenderTexture into a Texture2D. function GetRTPixels(rt: RenderTexture) { // Keep a note of the currently active RenderTexture. var currentActiveRT = RenderTexture.active; // Set the supplied RenderTexture as the active one. RenderTexture.active = rt; // Create a new Texture2D and read the RenderTexture image // into it. var tex = new Texture2D(rt.width, rt.height); tex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0); // Set the previously active RenderTexture back before returning. RenderTexture.active = currentActiveRT; return tex; }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { Texture2D GetRTPixels(RenderTexture rt) { RenderTexture currentActiveRT = RenderTexture.active; RenderTexture.active = rt; Texture2D tex = new Texture2D(rt.width, rt.height); tex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0); RenderTexture.active = currentActiveRT; return tex; } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): def GetRTPixels(rt as RenderTexture) as Texture2D: currentActiveRT as RenderTexture = RenderTexture.active RenderTexture.active = rt tex as Texture2D = Texture2D(rt.width, rt.height) tex.ReadPixels(Rect(0, 0, tex.width, tex.height), 0, 0) RenderTexture.active = currentActiveRT return tex