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Question by Cd12sd4 · Nov 11, 2020 at 04:41 AM · shadershadersui image

RenderTexture on RawImage not working

I have a render texture defined like so:

 Render = new RenderTexture(512, 512, 8);
 Render.enableRandomWrite = true;
 Render.filterMode = FilterMode.Point;
 Render.Create();

And a RawImage defined:

 Img = gameobject.GetComponent<RawImage>();
 Img.rectTransform.sizeDelta = new Vector2(1, 1);
 Img.texture = Render;

I then have a compute shader which is simply the base code that unity provides:

 // Each #kernel tells which function to compile; you can have many kernels
 #pragma kernel CSMain
 
 // Create a RenderTexture with enableRandomWrite flag and set it
 // with cs.SetTexture
 RWTexture2D<float4> Result;
 
 [numthreads(1,1,1)]
 void CSMain(uint3 id : SV_DispatchThreadID)
 {
     // TODO: insert actual code here!
 
     Result[id.xy] = float4(id.x & id.y, (id.x & 15) / 15.0, (id.y & 15) / 15.0, 0.0);
 }

I then call the compute shader such that it will render the sierpiński triangle that the unity base code generates onto my raw image.

 Compute.SetTexture(ComputeKernel, "Result", Render);
 Compute.Dispatch(ComputeKernel, 512, 512, 1);

The problem is that the raw image remains blank. Using the inspect I can see that the render texture has generated the correct image, but for somereason raw image doesn't show it.

If I use a normal sprite image, or convert the render texture to a Texture2D using ReadPixels it works fine, however I should not need to do this with a render texture and raw image right?

Image of the raw image not working, but the render texture is successful as shown in the inspector:

alt text

For some reason, when I set the material of the raw image to Default-Line it works for some reason, but when the material is blank or Sprites-Default it does not work:

alt text

I have a thought that this is due to the texture format as unity uses DXT5 compression for Texture2D and Sprites, but I am not sure how to get this compression from the compute shader. I do not want to have to convert my render texture to a texture 2D either.

If someone could help me solve this issue that would be great :D

Additional information:

  • Unity version 2020.1.4f1

  • I am using Universal RP in my project (I have tested this in a separate project without Universal RP and the same problem occurs)

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Answer by Cd12sd4 · Apr 14, 2021 at 02:33 PM

Apparently the transparency that unity has set by default means transparent, so on the line:

Result[id.xy] = float4(id.x & id.y, (id.x & 15) / 15.0, (id.y & 15) / 15.0, 0.0);

the final value (the value that determines transparency) should be 1.0

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Answer by Koamr · Mar 27, 2021 at 01:07 PM

Hi @Cd12sd4

Did you manage to solve the issue? If so how? I have the same problem.

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