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Question by eco_bach · Aug 11, 2019 at 07:05 PM · rendertextureblitting

RenderTexture is black, nothing rendered

This is my complete component on my 'capture camera' set to depth -2. My Main Camera is set to depth -1 No errors, but my RenderTexture 'top' is black, nothing rendered.

 using UnityEngine;
 [ExecuteInEditMode]
 [RequireComponent(typeof(Camera))]
 public class PhysicalLogical_Blit : MonoBehaviour
  {
   public RenderTexture top;
   RenderTexture rt;
   RenderTextureDescriptor mainrtdesc;
 
 Camera myCam;
 void Start()
 {
     myCam = GetComponent<Camera>();
  }
 
 
 void OnPreRender()
 {
      mainrtdesc = new RenderTextureDescriptor(6400,720);
     rt = RenderTexture.GetTemporary(mainrtdesc);
     myCam.targetTexture = rt; // This makes the camera render to the rt RenderTexture
 }
 
 void OnPostRender()
 {
     myCam.targetTexture = null;
 
     Graphics.Blit(rt, top);
     Graphics.Blit(rt,null as RenderTexture);
 
     RenderTexture.ReleaseTemporary(rt);
  }
 }

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Answer by eco_bach · Aug 11, 2019 at 09:33 PM

Ok this seems to be working though I get an occasional flicker. Had to add a OnRenderImage and also play with the Offset values in my RenderTexture material.

Would appreciate ANY feedback or tweaks that might improve this! Thanks again!

 using UnityEngine;
 [ExecuteInEditMode]
 [RequireComponent(typeof(Camera))]
 public class PhysicalLogical_Blit : MonoBehaviour
 {
     public RenderTexture top;
     public RenderTexture bottom;
     public RenderTexture intermediateRT;
 
     RenderTexture rt;
     RenderTextureDescriptor mainrtdesc;
 
     Camera myCam;
     void Start()
     {
         myCam = GetComponent<Camera>();
     }
 
    void OnPreRender()
     {
          mainrtdesc = new RenderTextureDescriptor(3840,720, RenderTextureFormat.ARGB32);
         rt = RenderTexture.GetTemporary(mainrtdesc);
         myCam.targetTexture = rt; // This makes the camera render to the rt RenderTexture
     }
 
 private void OnRenderImage(RenderTexture source, RenderTexture destination)
     {
         Graphics.Blit(source, rt);
     }
 
     void OnPostRender()
     {       
         myCam.targetTexture = null;
        Graphics.Blit(rt, top);       
         Graphics.Blit(rt,null as RenderTexture);
        RenderTexture.ReleaseTemporary(rt);
     }
 }
 
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