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Render to Texture artifacts
Hello,
I'm trying to render to a texture as test, I will use render to texture for some other stuff later.
To do this, I've applied a material based on a RenderTexture to a plane(TV) which is captured by the main camera (TV Camera). So, this plane is influenced by a material where the render texture is attached.
The real scene is captured by another camera (Capture Camera) used as the source of the RenderTexture.
So this is the structure of the scene: http://i43.tinypic.com/2n0lzdj.png
Every frame the shader uses the RenderTexture to color a plane.
Nevertheless, I obtain this output in a test scene with 0.3 nearClip and 1000 as far clip in the camera: http://i41.tinypic.com/2yltphx.png
As you can see in the image, and more concretely in the sides of the picture, the black surface is affecting the whole scene and not only the plane that is the one which has the materials applied.
Any suggestion? Can it be because of not cleaning the depth buffer?
Thanks in advance.
I have documented and bugreported various issues with the Unity stock shaders when doing render-to-texture. No response so far. The worst ones creep up when you're only rendering to part of a non-screen texture (i.e. using a camera rect < 1.0x1.0) and/or using transparent shaders- clipping can go all kinds of fubar. Be sure you're clearing to transparent on any texture that intentionally has transparent regions, be sure your cameras are rendering in the right order, be sure you're creating independent materials for each thing you want to have a different texture (not just trying to use multiple instances of default-diffuse with simultaneous different textures), but if the issues still occur, try to strip down to the simplest scene possible, with the simplest shaders possible, which still reproduce the issue. Post that project and it will be a lot easier to work out whether the remaining bugs are on your end or Unity's.
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