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RenderTexture usage in PostProcessing effects

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The documentation says this: "Note that while RenderTexture assets can be only power-of-two size, it is possible to create a non-power-of-two (rect) render textures from scripts. These are most often used for image post processing effects." I originally intended on using a RenderTexture the size of the current screen for exactly this purpose, then draw the result using additive blending over the main buffer. Then suddenly I realized that I don't have a way to draw the RenderTexture straight to the main buffer using some different blending mode. At first I thought that I would use a GUITexture with this RenderTexture assigned, but GUITexture doesn't have blending mode options or a Material property. So if I want to render an FX camera to a RenderTexture then blend it over the main buffer, how would I go about this? Disclaimer: I did put together a hack where a quad has a material with this texture, and I stretch the quad to fit the screen, but that is definitely a hack. A direct pixel-for-pixel blit to the main buffer is what I'm looking for.

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