Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

VideoRenderMode

enumeration

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Description

Type of destination for the images read by a VideoPlayer.

Set this enumeration to determine where and how the VideoPlayer renders the images of a video clip.

// This script switches between the render modes when you press the Spacebar. 
// To set up your project for this script: 
// 1. Attach this script to a GameObject in your scene. 
// 2. Add a VideoPlayer component to your GameObject. 
// 3. Assign a Camera to the script component in the Inspector. 
// 4. Add a plane to your scene. 
// 5. Create a Material (right click in Asset folder, Create > Material). 
// 6. Create a new RenderTexture (right click in Asset folder, Create > Material).
// 7. Assign the RenderTexture to the Inspector of your material (Base Map).
// 8. Assign the material to your plane. 

using UnityEngine; using UnityEngine.Video;

public class VideoRenderModeExample : MonoBehaviour { VideoPlayer videoPlayer; public RenderTexture renderTexture; Camera mainCamera;

// Tracks the current render mode. private int renderModeIndex = 0;

void Start() { mainCamera = Camera.main; videoPlayer = GetComponent<VideoPlayer>(); videoPlayer.isLooping = true; UpdateRenderMode(); }

private void Update() { // If you press the Spacebar, cycle through the render modes. if (Input.GetKeyDown(KeyCode.Space)) { renderModeIndex = (renderModeIndex + 1) % 5; UpdateRenderMode(); } }

void UpdateRenderMode() { ClearPreviousRenderMode(); // Switch render mode when you press the Spacebar. switch (renderModeIndex) { case 0: SwitchToRenderTexture(); break; case 1: SwitchToCameraNearPlane(); break; case 2: SwitchToCameraFarPlane(); break; case 3: SwitchToAPIOnly(); break; case 4: SwitchToMaterialOverride(); break; } }

// Show video on the surface of an object. void SwitchToRenderTexture() { videoPlayer.renderMode = VideoRenderMode.RenderTexture; videoPlayer.targetTexture = renderTexture; Debug.Log("Switched to RenderTexture mode"); }

// Show the video on your screen in front of your Scene. void SwitchToCameraNearPlane() { videoPlayer.renderMode = VideoRenderMode.CameraNearPlane; videoPlayer.targetCamera = mainCamera; Debug.Log("Switched to CameraNearPlane mode"); }

// Show video in the background of your Scene, behind your objects. void SwitchToCameraFarPlane() { videoPlayer.renderMode = VideoRenderMode.CameraFarPlane; videoPlayer.targetCamera = mainCamera; Debug.Log("Switched to CameraFarPlane mode"); }

// Don't show the video anywhere. void SwitchToAPIOnly() { videoPlayer.renderMode = VideoRenderMode.APIOnly; Debug.Log("Switched to APIOnly mode"); }

// Show the video wherever a certain material is applied. void SwitchToMaterialOverride() { videoPlayer.renderMode = VideoRenderMode.MaterialOverride; Debug.Log("Switched to Material Override mode"); }

// Clear the previous render target from the VideoPlayer. void ClearPreviousRenderMode() { // Temporarily disable rendering. videoPlayer.renderMode = VideoRenderMode.APIOnly; videoPlayer.targetTexture = null; videoPlayer.targetCamera = null;

// Clear the RenderTexture. if (renderTexture != null) { RenderTexture.active = renderTexture; GL.Clear(true, true, Color.clear); RenderTexture.active = null; } } }

Properties

Property Description
CameraFarPlaneDraw video content behind a camera's scene.
CameraNearPlaneDraw video content in front of a camera's scene.
RenderTextureDraw video content into a RenderTexture.
MaterialOverrideDraw the video content into a user-specified property of the current GameObject's material.
APIOnlyDon't draw the video content anywhere, but still make it available via the VideoPlayer's texture property in the API.