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CloseCurrently active render texture.
All rendering goes into the active RenderTexture.
If the active RenderTexture is null
everything is rendered in the main window.
Setting RenderTexture.active is the same as calling Graphics.SetRenderTarget. Typically
you change or query the active render texture when implementing custom graphics effects;
if all you need is to make a Camera render into a texture then use Camera.targetTexture
instead.
When a RenderTexture becomes active its hardware rendering context is automatically created if
it hasn't been created already.
See Also: Graphics.SetRenderTarget.
#pragma strict // Get the contents of a RenderTexture into a Texture2D public static function GetRTPixels(rt: RenderTexture) { // Remember currently active render texture var currentActiveRT: RenderTexture = RenderTexture.active; // Set the supplied RenderTexture as the active one RenderTexture.active = rt; // Create a new Texture2D and read the RenderTexture image into it var tex: Texture2D = new Texture2D(rt.width, rt.height); tex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0); // Restorie previously active render texture RenderTexture.active = currentActiveRT; return tex; }
using UnityEngine; using System.Collections;
// Get the contents of a RenderTexture into a Texture2D public class ExampleClass : MonoBehaviour { static public Texture2D GetRTPixels(RenderTexture rt) { // Remember currently active render texture RenderTexture currentActiveRT = RenderTexture.active;
// Set the supplied RenderTexture as the active one RenderTexture.active = rt;
// Create a new Texture2D and read the RenderTexture image into it Texture2D tex = new Texture2D(rt.width, rt.height); tex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0);
// Restorie previously active render texture RenderTexture.active = currentActiveRT; return tex; } }