Currently active graphics texture.
All rendering goes into the active GraphicsTexture.
If the active GraphicsTexture is null
everything is rendered in the main window. If the active render target is a RenderTexture, GraphicsTexture.active will return the graphicsTexture of RenderTexture.active.
In order to set the active render target to a GraphicsTexture, it must have GraphicsTextureDescFlags.RenderTarget enabled in GraphicsTexture.descriptor.flags on texture creation.
Setting GraphicsTexture.active is the same as calling Graphics.SetRenderTarget with a single GraphicsTexture. Typically
you change or query the active render target when implementing custom graphics effects;
if all you need is to make a Camera render into a texture, then use Camera.targetTexture with a RenderTexture
instead.
See Also: GraphicsTextureDescFlags.RenderTarget, Graphics.SetRenderTarget, RenderTexture.active.
using UnityEngine; using UnityEngine.Rendering; using System.Collections;
// Get the contents of a GraphicsTexture into a Texture2D public class ExampleClass : MonoBehaviour { static public Texture2D GetGfxTexPixels(GraphicsTexture gfxTex) { // Remember currently active render target GraphicsTexture currentActiveRT = GraphicsTexture.active;
// Set the supplied GraphicsTexture as the active one GraphicsTexture.active = gfxTex;
// Create a new Texture2D and read the GraphicsTexture image into it Texture2D tex = new Texture2D(gfxTex.descriptor.width, gfxTex.descriptor.height); tex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0); tex.Apply();
// Restore previously active render texture GraphicsTexture.active = currentActiveRT; return tex; } }