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Question by MilC · Jun 30, 2013 at 01:49 AM · rendertotexture

Can render to screen, but can't render to renderTexture

hi everyone, I want to render something to a renderTexture by using functions of GL class, and then use this texture for render other things. I can get the correct result in rendering to screen, but can't render to the renderTexture. How can I do it? The script attached to mainCamera as follow, which with a diffuse material and a renderTexture draged to it. (Forgive my poor English, and Thanks in advance :-) )

 using UnityEngine;
 using System.Collections;
 
 public class RenderSomething2Texture : MonoBehaviour {
 
     // Use this for initialization
     void Start () {
     
     }
     
     // Update is called once per frame
     void Update () {
     
     }
     
     public Material mat;
     public RenderTexture _renderTexure;
     public GameObject cube;
     
     //Failed to render to textue.
     void OnPreRender(){
         cube.GetComponent<MeshRenderer>().material.mainTexture = _renderTexure;
         
         RenderTexture.active = _renderTexure;
         
         float offset = 0;
         
         GL.PushMatrix();
         GL.LoadOrtho();
     
         //GL.LoadPixelMatrix(0, (int) RenderTextureSetting.kBumpTexSize, 0, (int) RenderTextureSetting.kBumpTexSize);
         //GL.Viewport(new Rect(0, 0, (float) RenderTextureSetting.kBumpTexSize, (float) RenderTextureSetting.kBumpTexSize));
         GL.Clear( false, true, Color.black );
         
         mat.SetPass(0);
         
         
         GL.Begin(GL.TRIANGLE_STRIP);
         GL.TexCoord2(offset, 1.0f + offset);
         GL.Vertex3(0.0f, 1.0f, 0.5f);
         
         GL.TexCoord2(1.0f + offset, 1.0f + offset);
         GL.Vertex3(1.0f, 1.0f, 0.5f);
         
         GL.TexCoord2(offset, offset);
         GL.Vertex3(0.0f, 0.0f, 0.5f);
         
         GL.TexCoord2(1.0f + offset, offset);
         GL.Vertex3(1.0f, 0.0f, 0.5f);
         
         GL.End();
         
         GL.PopMatrix();     
         RenderTexture.active = null;
     }    
 
     
     //Render to screen is OK.
     void OnPostRender(){
         float offset = 0;
         
         GL.PushMatrix();
         GL.LoadOrtho();
     
         //GL.LoadPixelMatrix(0, (int) RenderTextureSetting.kBumpTexSize, 0, (int) RenderTextureSetting.kBumpTexSize);
         //GL.Viewport(new Rect(0, 0, (float) RenderTextureSetting.kBumpTexSize, (float) RenderTextureSetting.kBumpTexSize));
         GL.Clear( false, true, Color.black );
         
         mat.SetPass(0);
         
         
         GL.Begin(GL.TRIANGLE_STRIP);
         GL.TexCoord2(offset, 1.0f + offset);
         GL.Vertex3(0.0f, 1.0f, 0.5f);
         
         GL.TexCoord2(1.0f + offset, 1.0f + offset);
         GL.Vertex3(1.0f, 1.0f, 0.5f);
         
         GL.TexCoord2(offset, offset);
         GL.Vertex3(0.0f, 0.0f, 0.5f);
         
         GL.TexCoord2(1.0f + offset, offset);
         GL.Vertex3(1.0f, 0.0f, 0.5f);
         
         GL.End();
         
         GL.PopMatrix();     
     }        
 
 }
 
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avatar image Jason-King · Oct 15, 2016 at 05:46 PM 0
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I'm seeing a similar problem - how did you resolve?

avatar image SunnyChow · Oct 16, 2016 at 06:40 AM 0
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Just to make sure, did you check if the camera set to "Not Clear" or "Depth Only" in clear flags?

avatar image SunnyChow · Oct 16, 2016 at 06:42 AM 0
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also, did you try unlit material? if you render by yourself with material that needs lighting, I Remember it will have no lighting, which makes it black

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Answer by Jason-King · Oct 15, 2016 at 08:35 PM

I found the reason this was occurring in my situation... my RenderTexture was created with a depth buffer. Once I disabled the depth buffer associated with the render texture the problem went away.

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