To update a Custom Render Texture manually, you can write a specialized Custom Render Texture shader.
To help you write your Custom Render Texture shaders, here are two example frameworks that contain utility functions and built-in helper variables.
The following shader example fills the texture with a color multiplied by a color. When you write a shader for a Custom Render Texture, you must do the following:
#include "UnityCustomRenderTexture.cginc".CustomRenderTextureVertexShader.v2f_customrendertexture for the pixel shader.Shader "CustomRenderTexture/Simple"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_Tex("InputTex", 2D) = "white" {}
}
SubShader
{
Lighting Off
Blend One Zero
Pass
{
HLSLPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex CustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.0
float4 _Color;
sampler2D _Tex;
float4 frag(v2f_customrendertexture IN) : COLOR
{
return _Color * tex2D(_Tex, IN.localTexcoord.xy);
}
ENDHLSL
}
}
}
The following example is a shader for a material you can use to initialize a Custom Render Texture. When you write a shader for an initialization Material, the following steps are mandatory:
#include "UnityCustomRenderTexture.cginc"
Use the provided Vertex Shader CustomRenderTextureVertexShader
Use the provided input structure v2f_customrendertexture for the pixel shader.
Shader "CustomRenderTexture/CustomTextureInit"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_Tex("InputTex", 2D) = "white" {}
}
SubShader
{
Lighting Off
Blend One Zero
Pass
{
HLSLPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex InitCustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.0
float4 _Color;
sampler2D _Tex;
float4 frag(v2f_init_customrendertexture IN) : COLOR
{
return _Color * tex2D(_Tex, IN.texcoord.xy);
}
ENDHLSL
}
}
}