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Question by
manny003 · May 09, 2017 at 04:22 PM ·
graphicsperformance optimization
Converting Script RenderTexture and Blit code to Graphics.CommandBuffer: Need Help
I have the following script that works perfectly to render everything a camera sees onto a smaller RenderTexture and then Blit it to the screen -- for mobile performance:
#pragma strict
import UnityEngine;
import UnityEngine.Rendering;
var myCamera : Camera;
@Range (0, 3)
public var downsample : int;
private var myRenderTexture : RenderTexture;
private var width : float;
private var height : float;
function Start () {
width = Screen.width / (downsample + 1);
height = Screen.height / (downsample + 1);
}
function OnPreRender() {
myRenderTexture = RenderTexture.GetTemporary(width, height, 16);
myCamera.targetTexture = myRenderTexture;
}
function OnPostRender() {
myCamera.targetTexture = null; // null means framebuffer
Graphics.Blit(myRenderTexture, null as RenderTexture);
RenderTexture.ReleaseTemporary(myRenderTexture);
}
It works perfectly as I intended. Now I'm trying to accomplish the same thing using the Graphics CommandBuffer but can't get anything to work.
Can someone help translate the code to CommandBuffers?
Thanks in advance. Manny
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