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Question by $$anonymous$$ · Feb 16, 2019 at 11:38 AM · cameratexture2d

display a modified texture on Display 1 in place of camera ,Display modified texture on Display 1 instead of original camera image

Hello, I need to find a way to read in the image from a Unity Camera (say Main Camera, but essentially any camera) modify it and put the modified texture back to the screen. So far I have managed to read the camera to a texture, access the image data and modify it. But I cannot seem to close the loop and put the modified texture to the display. Can anyone suggest how I can get the texture to Display 1 ?

The code so far is:

public class ImageProcessor : MonoBehaviour { public RenderTexture RT; int width; int height; public Texture2D texture; public Camera cam; Rect rectReadPicture;

 // Start is called before the first frame update
 void Start()
 {
     Debug.Log("In start function");
     width = RT.width;
     height = RT.height;
     texture = new Texture2D(width, height, TextureFormat.RGB24, false);
     Debug.Log("Width = " + width + "Height = " + height);
     rectReadPicture = new Rect(0, 0, width, height);
 }

 // Update is called once per frame
 void Update()
 {
     Debug.Log("in update function");
  
     RenderTexture.active = RT;

     texture.ReadPixels(rectReadPicture, 0, 0);
     texture.SetPixel(10, 10, Color.red);
     Color c = texture.GetPixel(10, 10);
     Debug.LogFormat("pixel[{0},{1}] = {2}", 10, 10, c);

     c = texture.GetPixel(100, 100);
     Debug.LogFormat("pixel[{0},{1}] = {2}", 100, 100, c);

     c = texture.GetPixel(500, 500);
     Debug.LogFormat("pixel[{0},{1}] = {2}", 500, 500, c);

     ////**********************************   Display modified texture on Display 1   ************************************************///

 }

}

Any suggestions greatly appreciated.

A

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Answer by Klarzahs · Feb 18, 2019 at 01:28 PM

Hi,
You cannot "overlay" a texture directly into your camera. A reverse render texture is not supported by Unity.
But you can easily bypass this, by creating a UI Sprite that fills the area that you want to modify. Set the source texture of the sprite to your generated texture. I'm currently unsure whether UI elements get rendered into a render texture as well, be wary of this!

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