Legacy Documentation: Version 2017.2 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Camera.RenderToCubemap

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public method RenderToCubemap(cubemap: Cubemap, faceMask: int = 63): bool;
public bool RenderToCubemap(Cubemap cubemap, int faceMask = 63);

Parameters

cubemap The cube map to render to.
faceMask A bitmask which determines which of the six faces are rendered to.

Returns

bool False is rendering fails, else true.

Description

Render into a static cubemap from this camera.

This function is mostly useful in the editor for "baking" static cubemaps of your scene. See wizard example below. If you want a realtime-updated cubemap, use RenderToCubemap variant that uses a RenderTexture with a cubemap dimension, see below.

Camera's position, clear flags and clipping plane distances will be used to render into cubemap faces. faceMask is a bitfield indicating which cubemap faces should be rendered into. Each bit that is set corresponds to a face. Bit numbers are integer values of CubemapFace enum. By default all six cubemap faces will be rendered (default value 63 has six lowest bits on).

This function will return false if rendering to cubemap fails. Some graphics hardware does not support the functionality.

Note also that ReflectionProbes are a more advanced way of performing realtime reflections. Cubemaps can be created in the editor by selecting the Create->Legacy option.

See Also: Cubemap assets, Reflective shaders.

// Render scene from a given point into a static cube map.
// Place this script in Editor folder of your project.
// Then use the cubemap with one of Reflective shaders!
class RenderCubemapWizard extends ScriptableWizard {
    var renderFromPosition : Transform;
    var cubemap : Cubemap;

function OnWizardUpdate () { helpString = "Select transform to render from and cubemap to render into"; isValid = (renderFromPosition != null) && (cubemap != null); }

function OnWizardCreate () { // create temporary camera for rendering var go = new GameObject("CubemapCamera", Camera); // place it on the object go.transform.position = renderFromPosition.position; go.transform.rotation = Quaternion.identity;

// render into cubemap go.GetComponent.<Camera>().RenderToCubemap(cubemap);

// destroy temporary camera DestroyImmediate(go); }

@MenuItem("GameObject/Render into Cubemap") static function RenderCubemap () { ScriptableWizard.DisplayWizard.<RenderCubemapWizard>( "Render cubemap", "Render!"); } }
using UnityEngine;
using UnityEditor;
using System.Collections;

public class RenderCubemapWizard : ScriptableWizard { public Transform renderFromPosition; public Cubemap cubemap;

void OnWizardUpdate() { string helpString = "Select transform to render from and cubemap to render into"; bool isValid = (renderFromPosition != null) && (cubemap != null); }

void OnWizardCreate() { // create temporary camera for rendering GameObject go = new GameObject("CubemapCamera"); go.AddComponent<Camera>(); // place it on the object go.transform.position = renderFromPosition.position; go.transform.rotation = Quaternion.identity; // render into cubemap go.GetComponent<Camera>().RenderToCubemap(cubemap);

// destroy temporary camera DestroyImmediate(go); }

[MenuItem("GameObject/Render into Cubemap")] static void RenderCubemap() { ScriptableWizard.DisplayWizard<RenderCubemapWizard>( "Render cubemap", "Render!"); } }

public method RenderToCubemap(cubemap: RenderTexture, faceMask: int = 63): bool;
public bool RenderToCubemap(RenderTexture cubemap, int faceMask = 63);

Parameters

faceMask A bitfield indicating which cubemap faces should be rendered into.
cubemap The texture to render to.

Returns

bool False is rendering fails, else true.

Description

Render into a cubemap from this camera.

This is used for real-time reflections into cubemap render textures. It can be quite expensive though, especially if all six cubemap faces are rendered each frame.

The Camera's position, clear flags and clipping plane distances will be used to render into cubemap faces. faceMask is a bitfield indicating which cubemap faces should be rendered into. Each bit that is set corresponds to a face. Bit numbers are integer values of CubemapFace enum. By default all six cubemap faces will be rendered (default value 63 has six lowest bits on).

This function will return false if rendering to cubemap fails. Some graphics hardware does not support the functionality.

Note that the RenderTexture must have RenderTexture.dimension set to TextureDimension.Cube. This is illustrated in the example following.

See Also: RenderTexture.isCubemap, Reflective shaders.

// Attach this script to an object that uses a Reflective shader.
// Realtime reflective cubemaps!

@script ExecuteInEditMode

var cubemapSize = 128; var oneFacePerFrame = false; private var cam : Camera; private var rtex : RenderTexture;

function Start () { // render all six faces at startup UpdateCubemap( 63 ); }

function LateUpdate () { if (oneFacePerFrame) { var faceToRender = Time.frameCount % 6; var faceMask = 1 << faceToRender; UpdateCubemap (faceMask); } else { UpdateCubemap (63); // all six faces } }

function UpdateCubemap (faceMask : int) { if (!cam) { var go = new GameObject ("CubemapCamera", Camera); go.hideFlags = HideFlags.HideAndDontSave; go.transform.position = transform.position; go.transform.rotation = Quaternion.identity; cam = go.GetComponent.<Camera>(); cam.farClipPlane = 100; // don't render very far into cubemap cam.enabled = false; }

if (!rtex) { rtex = new RenderTexture (cubemapSize, cubemapSize, 16); rtex.dimension = UnityEngine.Rendering.TextureDimension.Cube; rtex.hideFlags = HideFlags.HideAndDontSave; GetComponent.<Renderer>().sharedMaterial.SetTexture ("_Cube", rtex); }

cam.transform.position = transform.position; cam.RenderToCubemap (rtex, faceMask); }

function OnDisable () { DestroyImmediate (cam); DestroyImmediate (rtex); }
对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答