Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

GraphicsTexture.active

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static Rendering.GraphicsTexture active;

Description

Currently active graphics texture.

All rendering goes into the active GraphicsTexture. If the active GraphicsTexture is null, everything renders in the main window. If the active render target is a RenderTexture, GraphicsTexture.active returns the graphicsTexture of RenderTexture.active.

In order to set the active render target to a GraphicsTexture, it must have GraphicsTextureDescriptorFlags.RenderTarget enabled in GraphicsTextureDescriptor.flags on texture creation.

Setting GraphicsTexture.active is the same as calling Graphics.SetRenderTarget with a single GraphicsTexture. Typically you change or query the active render target when implementing custom graphics effects; if all you need is to make a Camera render into a texture, then use Camera.targetTexture with a RenderTexture instead.

Additional resources: GraphicsTextureDescriptorFlags.RenderTarget, Graphics.SetRenderTarget, RenderTexture.active.

using UnityEngine;
using UnityEngine.Rendering;
using System.Collections;

// Get the contents of a GraphicsTexture into a Texture2D public class ExampleClass : MonoBehaviour { static public Texture2D GetGfxTexPixels(GraphicsTexture gfxTex) { // Remember currently active render target GraphicsTexture currentActiveRT = GraphicsTexture.active;

// Set the supplied GraphicsTexture as the active one GraphicsTexture.active = gfxTex;

// Create a new Texture2D and read the GraphicsTexture image into it Texture2D tex = new Texture2D(gfxTex.descriptor.width, gfxTex.descriptor.height); tex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0); tex.Apply();

// Restore previously active render texture GraphicsTexture.active = currentActiveRT; return tex; } }