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Questions tagged [rendertexture]

A texture to which content can be rendered.

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I want to implement a bilateral filter because I have read the it preserves the edges. The equation is given as: $$ BF\left[I\right]_p = \frac{1}{W_p}\sum_{q\in S} G_{\sigma_s}\left( \left\Vert p-q \...
Akshay Dhotre's user avatar
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I have a Texture2D of the Moon, and I want to render different moon phases so that it visually matches the examples shown here Celestial Programming : Moon Phase Image Rendering, I've tried several ...
Ahmed Dyaa's user avatar
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A Gameobject sprite, a Texture2D which is written into using "Texture2D.ReadPixels" works/is visible in the Editor/Play Mode but is not/is invisible when built. The Texture2D is written to ...
Konxovar's user avatar
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Assume there is a viewport that "looks" at some Sprite2D. This viewport's view is providing the texture for a Sprite3D ...
Noideas's user avatar
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I have a Unity URP project and in the Scriptable Render Pipeline, I would like to create a RenderTexture and pass the depth and color buffer of the camera object as ...
Fox1942's user avatar
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In order to apply the metaball effect on a pixel in the Dest RenderTexture, I need the minimum distance to every game object that is involved in generating the metaball effect for that pixel. This ...
rasputin's user avatar
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I noticed that render a portion of the texture, upscaling it, it affects is border values with the proximity of the outside remaining parts of the texture (when not using Neareast neighbour ...
Raffaello's user avatar
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When drawing a very simple RenderTexture using Raylib, with the following POC code, the texture actually drawn is vertically inverted. Is that normal? If not, what ...
SteeveDroz's user avatar
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Context I am writing a ScriptableImporter for a specialised image format (the specifics are not relevant). To do so, I need to semi-procedurally generate a ...
Kroltan's user avatar
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I can access the same with duplicating the cameras AND the rendertextures, but that seems like a lot of overkill of just getting the depth buffer. I don't need a very precise depth buffer, so it can ...
Dirk Boer's user avatar
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I am using render texture to display a model of a 3D character on a menu. I would like the background of the render texture to be made transparent. I have tried to make it transparent by editing the ...
mjbelanic's user avatar
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896 views

I have followed a PolyToots tutorial (https://www.youtube.com/watch?v=3T8cKTQrMxk) to make a 'rug deform' effect. This is great except for that the vertices aren't deforming faithfully enough to ...
yunum's user avatar
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I have a strange problem that I am not sure if it is a bug from Unity or not. I have render texture that renders camera output to a raw image. Camera looks at a object that consists of 2 parts: the ...
Ivan's user avatar
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I'm trying to implement depth peeling onto a 2D texture array, where each array slice corresponds to a depth layer. In order to do this, I'd like to draw to subsequent array slices of this texture, ...
user722227's user avatar
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I need to draw a tilemap for a 2d game. For that I created vertices with their relative positions already hard baked. The coordinates start top-left with (0f, 0f) and z is always 0. I rendered them to ...
codymanix's user avatar
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I have a camera that is looking at an object with render texture output and I use that render texture on raw image in UI. Object itself has 2 parts: the ball kind of a semi transparent mask. And this ...
Ivan's user avatar
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I'm working on a character generator that creates thumbnail sprites for each character. I'm using a separate camera that renders to a RenderTexture, which is used ...
Acme Nerd Games's user avatar
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I wonder how multiple viewports are handled in engines in terms of render targets buffers. Especially in the case of their resizing (for example changing the size of windows/viewports in Editor dock ...
justix's user avatar
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I am currently working on a game that has monitors showing the player different elements such as texts, images and numbers. My plan for this is to use Unity's ...
CMinusMinus's user avatar
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So here's my situation. I have two cameras in a game about a bee. The game uses the Universal Render Pipeline. One of them detects blooming terrain at a distance, and is sensitive to its own layer (...
Michael Macha's user avatar
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My game's protagonist is after a specific resource on the map, its concentration stored in a field on the CPU-side, and I would like to provide a subtle hint as to where it is so that the player can &...
Michael Macha's user avatar
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I have an issue where I created a class to generate a lightprobe atlas texture for me, but the camera don't seem to render properly into teh rendertexture, I have no idea why... someone can help me ...
user29244's user avatar
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I'm working on object cleaning in unity. This effect actually works. What I still need is the progress, do you have any idea how can I count the progress of the cleaning? (my code is below) Thank you ...
HappyArroW's user avatar
2 votes
1 answer
980 views

[Purpose]: I need to save the Unity camera view into a .exr file. [Error]: Remapping between formats 74 -> 73 is not supported [What I've tried]: I tried the ...
T3-Tan's user avatar
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The pixel color component read from the Unity renderTexture is bigger than 1.0 without HDR environment map. I'm writing a mini program to test the reflectance of Unity PBS. I use six pure white (1,1,1,...
T3-Tan's user avatar
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Today I learned about a technique for forcing uniform resolution in a Unity WebGL build, as described here in the answer by DMGregory. Yay! I'm experimenting with implementing this technique on a ...
Acme Nerd Games's user avatar
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I just can't seem to figure out why I can't save the image I've drawn onto an orthographic RenderTexture. Here's how my scene works: https://i.sstatic.net/6XkRo.gif Basically, it's a painting effect ...
xxhoisinxx's user avatar
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I'm working on a game where a user can draw the outline of an object, I use it to create a mask texture and I want to compare this outline with a 3d object. The solution I come up with is to render ...
Argus Kos's user avatar
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1 answer
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I have a simple method that converts RenderTexture data into Texture2D ...
Digvijaysinh Gohil's user avatar
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1 answer
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I'm currently trying to pull a fog of war for an rts game, and planned it like this. (Unity 2020.2.7, URP 10.3.1) Use units field of view to generate a texture of what is seen (alpha 0). Create other ...
Frame Matt's user avatar
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443 views

I want to implement a heightmap-based water simulation algorithm in Unity. I know exactly how I would approach this in pure low-level C++ and OpenGL (and also Shadertoy), and most of it is ...
clocktown's user avatar
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When rendering a camera to a render texture (for a portal effect), it seems to under certain circumstances skip rendering the red channel entirely. I cannot put my finger on why this might be ...
Weckar E.'s user avatar
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Background: Our biomechanics and Advanced Surgical Technologies Lab wrote a surgery navigation system desktop application in C# around ten years ago. One of its major functions uses XNA Game Studio 4....
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I have a couple of 2D meshes that make a hierarchical animated model. I want to do some post-processing on it, so I decided to render this model to a texture, so that I could do the post-processing ...
SasQ's user avatar
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Context : I'm writing a 2D mobile game in Unity where the graphics are essentially black lines drawn on a background image plus some lighting. Running full RGB calculations for every step seems like a ...
MInvertedM's user avatar
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I am using Godot 3.2.2 stable (GLES2) along with kenney 3d nature asset pack (glb) for prototyping a 3d game. Everything works just fine on my desktop computer, but when I deploy the game to my ...
Alexandre GUIDET's user avatar
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How would one proceduraly generate a star in a compute shader that looks like one of thes two at any size needed. Also any way transfer this into a spherical map, would be appreciated. Goal is to ...
chief65's user avatar
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I am using shadow-mapping to add shadows to my world. Currently, I use one lightsource, which means I have to draw my world twice: once in the lightview, once in the camera view. I want to add more ...
Bram's user avatar
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1 vote
1 answer
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I am rendering a scene into a RenderTexture and I have a set of 3D points. I want to convert these points from 3D to texture coordinate frame. It worked, when I rendered into screen and used ...
Hillbilly Joe's user avatar
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I am new in Unity and now only studying for my work project. I need help with computing real distances from depth values. Can't figure it out. My shader is: ...
Hillbilly Joe's user avatar
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1 answer
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I have a separate camera from my main camera, whose purpose is to take screenshots, or render a "live feed" of the action, at different angles. Hierarchy as such: The game object labeled as ...
Zoop's user avatar
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1 vote
1 answer
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I want to pass the first texture through a shader and render it to a second texture. The actual task is bit more complicated, as I then want to render the second texture back to the first texture ...
marcgfx's user avatar
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872 views

I am receiving the error, "Dimensions of color surface does not match dimensions of depth surface" whenever I attempt to use my screenshot code, without any callstack or anything further insight of ...
Zoop's user avatar
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1 vote
1 answer
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Im trying to create a game view for my game engine using ImGui framework,however when i try to render texture,there is only clear color displayed on the screen. My plan Creating Render Target Texture(...
Roveldo's user avatar
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I have a small RenderTexture that stretched on large object, so texels is near 0.3 of unit. Source for this texture has much more resolution and with gradients. If source little bit changes its ...
ArtyGrand's user avatar
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2 answers
990 views

Please forgive me if I'm asking a question that has been answered before, but for the life of me, search as I might, I couldn't find a problem exactly like this anywhere. I'm trying to render a ...
user130089's user avatar
1 vote
1 answer
740 views

I have a project where I'm playing with a video feedback effect by rendering a camera to a RenderTexture and pointing the camera at a quad displaying that RenderTexture. This works great normally, ...
Salvatore Ambulando's user avatar
2 votes
1 answer
283 views

My question is about a visual trick I would like to perform in Unity3D. I want the player to walk outside a door and see no walls of the room behind them, just the door. They should still be able to ...
moloy559's user avatar
1 vote
0 answers
644 views

I found a nice Gaussian Blur shader online and am attempting to use it to blur a render texture using blit(). However, the render texture remains unblurred. I know for a fact the blur shader works as ...
David King's user avatar
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1 answer
384 views

I have an obj mesh with some textures, several of them are repeated(uvs are not within [0,1]). I'd like to merge all those textures into one texture and transform the uvs of obj.
yang wang's user avatar