Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Sugertastegood · Dec 22, 2015 at 08:58 AM · shaderrendertextureuvprocedural texturingvertex painting

Pass "external" uv's to shader

Hi, I'm trying to draw to a texture dynamically mimicking paint on surfaces.

My current setup is as follows. I render a stamp texture with Graphics.DrawTexture to a render texture that is later used by my shader to display the paint.

         float xPos = UV.x * rt.width;
         float yPos = UV.y * rt.height;
 
         RenderTexture.active = rt;    //Set my RenderTexture active so DrawTexture will draw to it.
         GL.PushMatrix();                      //Saves both projection and modelview matrices to the matrix stack.
         GL.LoadPixelMatrix(0, 512, 512, 0);    //Setup a matrix for pixel-correct rendering.
 
         //Draw my stampTexture on my RenderTexture positioned by posX and posY.
         Graphics.DrawTexture(new Rect(xPos - stampTex.width / 2, (rt.height - yPos) - stampTex.height / 2, stampTex.width, stampTex.height), stampTex, mat);
         GL.PopMatrix();                                  //Restores both projection and modelview matrices off the top of the matrix stack.
         RenderTexture.active = null;            //De-activate my RenderTexture.

For simple meshes this work's fine as shown here:

When it comes to more complex meshes, like my simple character, the paint isn't applied consistently.

So i created a material that i pass on to Graphics.DrawTexture to handle the mapping. The problem is I have no idea how to accomplish something like that. How do i map my splat texture to the render texture with my character's UV-set? So that the texture is rendered correctly. Thanks!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

How do I get mesh data into post-processing shader (or render a mesh shader to a texture)? 0 Answers

CustomRenderTexture ignores "ComputeScreenPos" 1 Answer

sampler2d object has no methods 1 Answer

Folded UV's results in difference in shading of normals? 0 Answers

How to use Camera.RenderWithShader() to modify rendered image? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges