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Question by agp12 · Mar 11, 2013 at 06:43 AM · texturetexture2ddrawtexture

How to drawing 2 image in one Texture2d

So I have screenshot of my screen (capture it using Application.CaptureScreenshot(screenshotName), and another one I have 1 copyright image. I want this copyright image to be drawn on top of my screenshot image. This image will be uploaded to fb or twitter. How do I do that in Unity? I have unity pro license.

What I want to do is to make an image file which consist :

  1. Screenshot of my screen

  2. The copyright image (which is not seen by user)

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Answer by robertbu · Mar 11, 2013 at 07:10 AM

I'm puzzling to see where the problem is here. Assuming you are using GUI to draw the textures, the last texture drawn will be on top. You can import a PS or PNG with an alpha channel if you need transparency.

 var tex1 : Texture;
 var tex2 : Texture;
 
 function OnGUI(){
 
   GUI.DrawTexture(Rect(100,100,400,400), tex1);
   GUI.DrawTexture(Rect(200,200,100,100), tex2);
 
 }

tex2 will appear on top.

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avatar image agp12 · Mar 11, 2013 at 07:26 AM 0
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I am sorry, seems my explanation is not clear enough. What I want to do is to make an image file which consist : 1. Screenshot of my screen 2. The copyright image (which is not seen by user)

avatar image Fattie · Mar 11, 2013 at 07:37 AM 0
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should you use a rendertexture ??

avatar image agp12 · Mar 11, 2013 at 07:40 AM 0
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RenderTexture is limited to only 2power-n resolution, which isn't satisfied my problem. The screen size will be not limited to those size

avatar image Fattie · Mar 11, 2013 at 07:43 AM 0
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irrelevant, just use it like this

var tempRT:RenderTexture = new RenderTexture(picW,picH, 24 );

avatar image robertbu · Mar 11, 2013 at 08:22 AM 0
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Your explanation is fine, my reading was flawed. If you don't want to use a render texture, you can combine by hand and write them out...Texture2D.GetPixels(), merge in the image, Texture2D.SetPixels(), Texture2D.Apply(), Texture2D.EncodeToPng(), write the bytes out.

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