在Unity3d中将完整的相机视图(16:9)渲染到纹理上 [英] Rendering complete camera view(16:9) onto a texture in Unity3d

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本文介绍了在Unity3d中将完整的相机视图(16:9)渲染到纹理上的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我在玩Unity的渲染纹理,您可以在其中将相机的视图渲染到纹理上.但是,我注意到它不能渲染整个相机的视图.它只会渲染相机视图的一个正方形切片.

I was playing around with Unity's render textures where you can render a camera's view onto a texture. However, I noticed that it doesn't render the entire camera's view. It only renders a square slice of the camera's view.

我正在尝试的是将相机的整个视图(长宽比为16:9)渲染到纹理(也是长宽比为16:9)上.但是现在,它似乎只能将其视图的正方形切片投影在正方形表面上.有什么解决办法吗?

What I'm trying is to get the entire view of the camera(16:9 aspect ratio) rendered onto a texture(also 16:9 aspect ratio). But right now it only seems to be able to project a square slice of its view on a square surface. Is there any kind of solution to this?

推荐答案

使用'RenderTexture',您可以指定纹理大小:

With 'RenderTexture' you can specify your texture size: http://docs.unity3d.com/ScriptReference/RenderTexture.Create.html

它应该像这样:

Camera camera = GameObject.Find("Main Camera");
int resWidth = Screen.width;
int resHeight = Screen.height;

RenderTexture rt = new RenderTexture(resWidth, resHeight, 24);
camera.targetTexture = rt; //Create new renderTexture and assign to camera
Texture2D screenShot = new Texture2D(resWidth, resHeight, TextureFormat.RGB24, false); //Create new texture

camera.Render();

RenderTexture.active = rt;
screenShot.ReadPixels(new Rect(0, 0, resWidth, resHeight), 0, 0); //Apply pixels from camera onto Texture2D

camera.targetTexture = null;
RenderTexture.active = null; //Clean
Destroy(rt); //Free memory

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