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Question by bkogawi · Jul 22, 2019 at 09:39 AM · cameratexturerendertexturerender

Capture RenderTexture pixels multiple times in one frame?

I have a script that moves a camera around many times in one frame. I need to capture 1x1 pixel color of the camera each time I move it to another predetermined point.

I am currently using a rendertexture and assumed I could pull out a single pixel from there to get what I wanted, but it seems to output the same color over and over even when the camera is looking elsewhere (dark grey).

Here is roughly what I am attempting; where have I gone wrong? Thanks!;

 public RenderTexture vertexColorOutput; 
 public Camera vertexCamera;
 [...]
 
 public void THEFUNCTION()
 {
      Texture2D output;
 
       for (int i = 0; i < NUMBER; i++)
              {
                  output = new Texture2D(1, 1);
 
                  vertexCamera.transform.position = positions[i];
                  vertexCamera.transform.rotation = rotations[i];
 
                  RenderTexture.active = vertexColorOutput;
 
                  vertexCamera.Render();
                  output.ReadPixels(new Rect(0, 0, 1, 1), 0, 0);
                  output.Apply();
 
                  newColors[i] = output.GetPixel(0, 0);
         }
         ___________ = newColors; //Why are newColors all "33 33 33 255"?
 }
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avatar image Namey5 · Jul 23, 2019 at 06:02 AM 0
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Have you made sure to assign the target texture on the camera?

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Answer by bkogawi · Jul 23, 2019 at 06:16 PM

Assigning texture based on the following page's example code seemed to fix the problem.

https://docs.unity3d.com/ScriptReference/Camera.Render.html

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