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