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【Unity】RenderTextuerからTextuer2DへしてからSpriteに変換

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#前回記事にしたRenderTextuerからTextuer2Dの応用です。
https://qiita.com/tilyakuda/items/67fe8e787ab5e5679ddb

#前回公開したScript

CreateTexture.cs

     //このScriptはMainCameraにアタッチしてください

    public RenderTexture renderTexture;             //mainCameraにつけるRendertexture(アタッチしてね)
    public Texture2D kakunin;                       //ほんとに保存されているかの確認用
    Camera mainCamera;
	void Start ()
    {
        mainCamera = GetComponent<Camera>();
        kakunin = CreateTexture2D(renderTexture);
	}
	
    /// <summary>
    /// ここでTextur2Dに変換しているよ
    /// </summary>
    /// <param name="rt"></param>
    /// <returns></returns>
    Texture2D CreateTexture2D(RenderTexture rt)
    {
        //Texture2Dを作成
        Texture2D texture2D = new Texture2D(rt.width, rt.height, TextureFormat.ARGB32, false, false);

        //subCameraにRenderTextureを入れる
        mainCamera.targetTexture = rt;

        //手動でカメラをレンダリングします
        mainCamera.Render();


        RenderTexture.active = rt;
        texture2D.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);
        texture2D.Apply();

        //元に戻す別のカメラを用意してそれをRenderTexter用にすれば下のコードはいらないです。
        mainCamera.targetTexture = null;
        RenderTexture.active = null;

        return texture2D;
    }

これにこちらの関数を追加します。

CreateSprite
	Sprite CreateSprite(Texture2D tex2D)
	{	
		Sprite sprite = Sprite.Create(tex2D,new Rect(0f,0f,tex2D.width,tex2D.height),new Vector2(0.5f,0.5f),100f);
		return sprite;
	}

#完成

kansei

	//このScriptはMainCameraにアタッチしてください

	public RenderTexture renderTexture;             //mainCameraにつけるRendertexture(アタッチしてね)
	public Texture2D kakunin;                       //ほんとに保存されているかの確認用
	public Sprite spriteTest;						//Sprite確認用
	Camera mainCamera;

	

	void Start()
	{
		mainCamera = GetComponent<Camera>();
		kakunin = CreateTexture2D(renderTexture);
		spriteTest = CreateSprite(kakunin);
	}

	/// <summary>
	/// ここでTextur2Dに変換しているよ
	/// </summary>
	/// <param name="rt"></param>
	/// <returns></returns>
	Texture2D CreateTexture2D(RenderTexture rt)
	{
		//Texture2Dを作成
		Texture2D texture2D = new Texture2D(rt.width, rt.height, TextureFormat.ARGB32, false, false);

		//subCameraにRenderTextureを入れる
		mainCamera.targetTexture = rt;

		//手動でカメラをレンダリングします
		mainCamera.Render();


		RenderTexture.active = rt;
		texture2D.ReadPixels(new Rect(0, 0, rt.width, rt.height), 0, 0);
		texture2D.Apply();

		//元に戻す別のカメラを用意してそれをRenderTexter用にすれば下のコードはいらないです。
		mainCamera.targetTexture = null;
		RenderTexture.active = null;

		return texture2D;
	}

	Sprite CreateSprite(Texture2D tex2D)
	{	
		Sprite sprite = Sprite.Create(tex2D,new Rect(0f,0f,tex2D.width,tex2D.height),new Vector2(0.5f,0.5f),100f);
		return sprite;
	}
}
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