mirror of
https://github.com/RHeavenStudioPlus/HeavenStudioPlus.git
synced 2024-11-25 11:05:16 +00:00
61 lines
1.9 KiB
C#
61 lines
1.9 KiB
C#
using UnityEngine;
|
|
|
|
public class RenderReplacementShaderToTexture : MonoBehaviour
|
|
{
|
|
[SerializeField]
|
|
bool deleteChildren = true;
|
|
|
|
[SerializeField]
|
|
Shader replacementShader;
|
|
|
|
[SerializeField]
|
|
RenderTextureFormat renderTextureFormat = RenderTextureFormat.ARGB32;
|
|
|
|
[SerializeField]
|
|
FilterMode filterMode = FilterMode.Point;
|
|
|
|
[SerializeField]
|
|
int renderTextureDepth = 24;
|
|
|
|
[SerializeField]
|
|
CameraClearFlags cameraClearFlags = CameraClearFlags.Color;
|
|
|
|
[SerializeField]
|
|
Color background = Color.black;
|
|
|
|
[SerializeField]
|
|
string targetTexture = "_RenderTexture";
|
|
|
|
private RenderTexture renderTexture;
|
|
private new Camera camera;
|
|
|
|
private void Start()
|
|
{
|
|
if (deleteChildren)
|
|
{
|
|
foreach (Transform t in transform)
|
|
{
|
|
DestroyImmediate(t.gameObject);
|
|
}
|
|
}
|
|
|
|
Camera thisCamera = GetComponent<Camera>();
|
|
|
|
// Create a render texture matching the main camera's current dimensions.
|
|
renderTexture = new RenderTexture(thisCamera.pixelWidth, thisCamera.pixelHeight, renderTextureDepth, renderTextureFormat);
|
|
renderTexture.filterMode = filterMode;
|
|
// Surface the render texture as a global variable, available to all shaders.
|
|
Shader.SetGlobalTexture(targetTexture, renderTexture);
|
|
|
|
// Setup a copy of the camera to render the scene using the normals shader.
|
|
GameObject copy = new GameObject("Camera" + targetTexture);
|
|
camera = copy.AddComponent<Camera>();
|
|
camera.CopyFrom(thisCamera);
|
|
camera.transform.SetParent(transform);
|
|
camera.targetTexture = renderTexture;
|
|
camera.SetReplacementShader(replacementShader, "RenderType");
|
|
camera.depth = thisCamera.depth - 1;
|
|
camera.clearFlags = cameraClearFlags;
|
|
camera.backgroundColor = background;
|
|
}
|
|
}
|