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Questions tagged [rendertexture]

A texture to which content can be rendered.

0 votes
0 answers
52 views

I want to implement a bilateral filter because I have read the it preserves the edges. The equation is given as: $$ BF\left[I\right]_p = \frac{1}{W_p}\sum_{q\in S} G_{\sigma_s}\left( \left\Vert p-q \...
Akshay Dhotre's user avatar
0 votes
1 answer
50 views

I have a Texture2D of the Moon, and I want to render different moon phases so that it visually matches the examples shown here Celestial Programming : Moon Phase Image Rendering, I've tried several ...
Ahmed Dyaa's user avatar
0 votes
1 answer
415 views

A Gameobject sprite, a Texture2D which is written into using "Texture2D.ReadPixels" works/is visible in the Editor/Play Mode but is not/is invisible when built. The Texture2D is written to ...
Konxovar's user avatar
0 votes
1 answer
250 views

Assume there is a viewport that "looks" at some Sprite2D. This viewport's view is providing the texture for a Sprite3D ...
Noideas's user avatar
  • 19
1 vote
0 answers
94 views

I have a Unity URP project and in the Scriptable Render Pipeline, I would like to create a RenderTexture and pass the depth and color buffer of the camera object as ...
Fox1942's user avatar
  • 131
0 votes
0 answers
63 views

In order to apply the metaball effect on a pixel in the Dest RenderTexture, I need the minimum distance to every game object that is involved in generating the metaball effect for that pixel. This ...
rasputin's user avatar
0 votes
1 answer
138 views

I noticed that render a portion of the texture, upscaling it, it affects is border values with the proximity of the outside remaining parts of the texture (when not using Neareast neighbour ...
Raffaello's user avatar
  • 125
0 votes
0 answers
2k views

When drawing a very simple RenderTexture using Raylib, with the following POC code, the texture actually drawn is vertically inverted. Is that normal? If not, what ...
SteeveDroz's user avatar
1 vote
0 answers
1k views

Context I am writing a ScriptableImporter for a specialised image format (the specifics are not relevant). To do so, I need to semi-procedurally generate a ...
Kroltan's user avatar
  • 396
2 votes
0 answers
345 views

I can access the same with duplicating the cameras AND the rendertextures, but that seems like a lot of overkill of just getting the depth buffer. I don't need a very precise depth buffer, so it can ...
Dirk Boer's user avatar
  • 149
0 votes
0 answers
1k views

I am using render texture to display a model of a 3D character on a menu. I would like the background of the render texture to be made transparent. I have tried to make it transparent by editing the ...
mjbelanic's user avatar
0 votes
0 answers
896 views

I have followed a PolyToots tutorial (https://www.youtube.com/watch?v=3T8cKTQrMxk) to make a 'rug deform' effect. This is great except for that the vertices aren't deforming faithfully enough to ...
yunum's user avatar
  • 69
0 votes
1 answer
3k views

I have a strange problem that I am not sure if it is a bug from Unity or not. I have render texture that renders camera output to a raw image. Camera looks at a object that consists of 2 parts: the ...
Ivan's user avatar
  • 379
1 vote
1 answer
325 views

I'm trying to implement depth peeling onto a 2D texture array, where each array slice corresponds to a depth layer. In order to do this, I'd like to draw to subsequent array slices of this texture, ...
user722227's user avatar
0 votes
1 answer
115 views

I need to draw a tilemap for a 2d game. For that I created vertices with their relative positions already hard baked. The coordinates start top-left with (0f, 0f) and z is always 0. I rendered them to ...
codymanix's user avatar
  • 394

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