Created
September 20, 2023 04:47
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copy depth texture with blit
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| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| [RequireComponent(typeof(Camera))] | |
| public class DepthRenderTextureTest : MonoBehaviour | |
| { | |
| public bool OnlyRenderToDepth; | |
| public RenderTexture RTColor; | |
| public RenderTexture RTDepth; | |
| public RenderTexture RTDepthCopy; | |
| void Update() | |
| { | |
| Camera cam = GetComponent<Camera>(); | |
| if (RTDepthCopy) | |
| RenderTexture.ReleaseTemporary(RTDepthCopy); | |
| RTColor = RenderTexture.GetTemporary(1024, 1024, 0, RenderTextureFormat.Default); // no depth buffer | |
| RTDepth = RenderTexture.GetTemporary(1024, 1024, 24, RenderTextureFormat.Depth); // only a depth buffer | |
| RTDepthCopy = RenderTexture.GetTemporary(1024, 1024, 0, RenderTextureFormat.RFloat); // depth buffer copy | |
| // note: if the objects being rendered have code in their fragment shader, that's still all running even | |
| // there is no color buffer to render to. so preferably it should be using replacement shaders or only see objects // with depth only materials applied. | |
| if (OnlyRenderToDepth) | |
| cam.targetTexture = RTDepth; | |
| else | |
| cam.SetTargetBuffers(RTColor.colorBuffer, RTDepth.depthBuffer); | |
| cam.Render(); | |
| cam.targetTexture = null; | |
| // at this point you can sample the depth render texture | |
| // can't use CopyTexture unless both RTs are Format.Depth, but that is an alternative! | |
| Graphics.Blit(RTDepth, RTDepthCopy); | |
| RenderTexture.ReleaseTemporary(RTColor); | |
| RenderTexture.ReleaseTemporary(RTDepth); | |
| } | |
| void OnRenderImage(RenderTexture src, RenderTexture dst) | |
| { | |
| // proof that the copy worked | |
| Graphics.Blit(RTDepthCopy, dst); | |
| } | |
| } |
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