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Question by Stanislav Pugach · Oct 22, 2010 at 01:29 PM · renderingoptimizationefficiencypost-process-effectdrawing

How do I draw directly (and quickly) into the rendered frame?

Is there an efficient way to modify the frame post-render? I am talking about quite a few pixels set manually. I tried using OnRenderImage() to

  • first get the frame into a Texture2D with ReadPixels()
  • then modify it with SetPixel()
  • Apply() the changes
  • finally Graphics.Blit() it back into the destination texture

However, even setting no pixels kills the framerate. When I try to draw a dozen random rectangles (just to test the speed), the framerate reaches single figures. It seems that Apply() is not the only slow thinker here, SetPixel() is a significant time waster.

Is there a faster way? And I mean much faster.

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avatar image VS48 · Oct 22, 2010 at 04:02 PM 0
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It seems that calling something like SetPixels at runtime is probably not a good idea. Based on what data are you calling SetPixel? This is likely something that can be done with a post-processing shader -- which would be much faster (assu$$anonymous$$g your target device supports this) -- can you give more details about the data you're working with?

avatar image Stanislav Pugach · Oct 25, 2010 at 06:14 AM 0
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I'm prototyping a GUI system that would not cost a draw call per UI element. The rest can be deduced from this premise. That raises a number of problems, but drawing speed is by far the most important factor.

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Answer by Max Kaufmann · Oct 28, 2010 at 02:29 AM

Don't use ReadPixels, just render-to-texture straight from the camera and do your compositing in a shader, then splat that texture on a "canvas" billboard.

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avatar image Stanislav Pugach · Oct 28, 2010 at 10:42 AM 0
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I'm afraid a shader would not be able to help. There is a lot of processing to be done, and a shader might not be the best place to do it. See my above comment about the nature of the task.

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