I have a camera in my scene that has a Target Texture set as a Render Texture. I want that camera to render the scene into the Render Texture, but then stop rendering anymore, essentially freezing the frame into the Render Texture. How can I achieve this? Disabling the camera or setting its target texture to null seems to just make the Render Texture appear invisible.
2 Answers
2
votes
If you want to have like a snapshot function you could do it like this
public class SnapshotController : MonoBehaviour
{
[Tooltip("If you want to capture a specific camera drag it here, otherwise the MainCamera will be used")]
[SerializeField] private Camera _camera;
[Tooltip("If you have a specific RenderTexture for the snapshot drag it here, otherwise one will be generated on runtime")]
[SerializeField] private RenderTexture _renderTexture;
private void Awake()
{
if(!_camera) _camera = Camera.main;
if(!_renderTexture)
{
_renderTexture = new RenderTexture(Screen.width, Screen.height , 24 , RenderTextureFormat.ARGB32);
_renderTexture.useMipMap = false;
_renderTexture.antiAliasing =1;
}
}
public void Snapshot(Action<Texture2D> onSnapshotDone)
{
StartCoroutine(SnapshotRoutine(onSnapshotDone));
}
private IEnumerator SnapshotRoutine (Action<Texture2D> onSnapshotDone)
{
// this also captures gui, remove if you don't wanna capture gui
yield return new WaitForEndOfFrame();
// If RenderTexture.active is set any rendering goes into this RenderTexture
// instead of the GameView
RenderTexture.active = _renderTexture;
_camera.targetTexture = _renderTexture;
// renders into the renderTexture
_camera.Render();
// Create a new Texture2D
var result = new Texture2D(Screen.width,Screen.height,TextureFormat.ARGB32,false);
// copies the pixels into the Texture2D
result.ReadPixels(new Rect(0,0,Screen.width,Screen.height),0,0,false);
result.Apply();
// reset the RenderTexture.active so nothing else is rendered into our RenderTexture
RenderTexture.active = null;
_camera.targetTexture = null;
// Invoke the callback with the resulting snapshot Texture
onSnapshotDone?.Invoke(result);
}
}
You would then use it like e.g.
// Pass in a callback telling the routine what to do when the snapshot is ready
xy.GetComponent<SnapshotController>(). Snapshot(HandleNewSnapshotTexture);
...
private void HandleNewSnapshotTexture (Texture2D texture)
{
var material = GetComponent<Renderer>().material;
// IMPORTANT! Textures are not automatically GC collected.
// So in order to not allocate more and more memory consider actively destroying
// a texture as soon as you don't need it anymore
if(material.mainTexture) Destroy (material.mainTexture);
material.mainTexture = texture;
}