Legacy Documentation: Version 5.4
LanguageEnglish
  • C#
  • JS

Script language

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

Camera.Render

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

Sumbission failed

For some reason your suggested change could not be submitted. Please try again 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 function Render(): void;
public void Render();

Description

Render the camera manually.

This will render the camera. It will use the camera's clear flags, target texture and all other settings.

The camera will send OnPreCull, OnPreRender and OnPostRender to any scripts attached, and render any eventual image filters.

This is used for taking precise control of render order. To make use of this feature, create a camera and disable it. Then call Render on it.

You are not able to call the Render function from a camera that is currently rendering. If you wish to do this create a copy of the camera, and make it match the original one using CopyFrom.

See Also: RenderWithShader.

	// Take a "screenshot" of a camera's Render Texture.
	function RTImage(cam: Camera) {
		// The Render Texture in RenderTexture.active is the one
		// that will be read by ReadPixels.
		var currentRT = RenderTexture.active;
		RenderTexture.active = cam.targetTexture;
		
		// Render the camera's view.
		cam.Render();
		
		// Make a new texture and read the active Render Texture into it.
		var image = new Texture2D(cam.targetTexture.width, cam.targetTexture.height);
		image.ReadPixels(new Rect(0, 0, cam.targetTexture.width, cam.targetTexture.height), 0, 0);
		image.Apply();
		
		// Replace the original active Render Texture.
		RenderTexture.active = currentRT;
		return image;
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { Texture2D RTImage(Camera cam) { RenderTexture currentRT = RenderTexture.active; RenderTexture.active = cam.targetTexture; cam.Render(); Texture2D image = new Texture2D(cam.targetTexture.width, cam.targetTexture.height); image.ReadPixels(new Rect(0, 0, cam.targetTexture.width, cam.targetTexture.height), 0, 0); image.Apply(); RenderTexture.active = currentRT; return image; } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961