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Question by msschubi2 · Dec 05, 2018 at 04:06 PM · camerashaderrenderingcubemap

Render the scene into a cubemap, adding a shader and show on display (using just one camera!)

Hey guys, i have the following intention:

I want to render the scene with the camera into a cubemap

 private Camera _recorder;
 private Cubemap _cube;  
 ...
 this._recorder.RenderToCubemap(this._cube);
 Shader.SetGlobalTexture("_Cube", this._cube);

and after that i want to use this cubemap inside of a shader via

 Graphics.Blit(source, destination, this._cameraSimulationShader, -1);

after i used the shader and modified the output, i want to print everything to the display. At the moment i solved it with 2 cameras:

 public class FisheyeOutput : MonoBehaviour
 {
     [SerializeField]
     private Material _shader;
     [SerializeField]
     private Camera _recorder;
     private Camera _viewer;
     Cubemap _cube;
 
     private void Awake()
     {
         this._cube = new Cubemap(256, TextureFormat.RGBA32, false);
         this._recorder.targetDisplay = -1;
     }
 
     private void Start()
     {
         this._viewer = gameObject.GetComponent<Camera>();
         this._viewer.name = "Camera";
         this._viewer.aspect = 1280.0f / 1080.0f;
     }
     private void OnRenderImage(RenderTexture source, RenderTexture destination)
     {
         this._recorder.RenderToCubemap(this._cube);
         Shader.SetGlobalTexture("_Cube", this._cube);
         Graphics.Blit(source, destination, this._shader, -1);
     }
 }

The camera named "viewer" shows the final image to the display, and the camera named "recorder" renders the scene into a cubemap. Do you have some ideas, how to get rid of the "recorder"-camera, so that i only use the camera I attached the script to?

Thanks in advance!

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