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Question by SantosR · Mar 24, 2014 at 08:57 PM · shadertexturetexture2d

Shader output to a texture

I'm using a shader which has a base texture and a stencil which masks the base texture. I would like to draw the "result" of this masking to another texture where I want to be able to draw multiple times.

How am I supposed to do it? Is there a way to write the output to a third texture in the same shader so that I can access it's data through getPixels32()?

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avatar image kkirkfield · Mar 24, 2014 at 09:04 PM 0
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https://docs.unity3d.com/Documentation/ScriptReference/Graphics.SetRenderTarget.html

avatar image SantosR · Mar 24, 2014 at 09:49 PM 0
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I read the documentation and googled for a way to use it from a shader but couldn't find an answer. Would you have an example?

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Answer by SantosR · Mar 25, 2014 at 08:47 PM

This solved my problem:

https://docs.unity3d.com/Documentation/ScriptReference/Graphics.Blit.html

Just need to pass in a material using the shader, so it will be taken into account when drawing to the destination texture.

Thanks,

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