如何在Unity中手动复制WebcamTexture内容到RenderTexture?
时间: 2024-11-03 07:21:37 浏览: 85
在Unity中,要将`WebCamTexture`的内容手动复制到`RenderTexture`,你可以使用以下步骤:
1. 首先,创建一个`RenderTexture`实例,指定你所需的尺寸和格式:
```csharp
RenderTexture targetRT = new RenderTexture(screenWidth, screenHeight, 0);
targetRT.Create();
```
这里的`screenWidth`和`screenHeight`应该替换为你想要的宽度和高度。
2. 然后,启用相机的目标为这个`RenderTexture`,而不是默认的屏幕:
```csharp
WebCam.SetTargetTexture(webCamName, targetRT); // webCamName是你的相机设备名
webCam = WebCam.GetCamera(webCamName); // 获取当前的WebCam对象
// 或者如果你是在Update之类的函数里处理,确保在循环里这样设置:
if (webCam != null)
{
webCam.targetTexture = targetRT;
}
```
3. 当你想要获取`WebCamTexture`的图像时,通过`GetScreenCapture()`方法将其渲染到`RenderTexture`上,然后再复制到新的`Texture2D`或`Texture`上:
```csharp
byte[] bytes = new byte[targetRT.width * targetRT.height * 4];
targetRT.ReadPixels(new Rect(0, 0, targetRT.width, targetRT.height), 0, 0);
targetRT.Apply();
Texture2D texture = new Texture2D(targetRT.width, targetRT.height, TextureFormat.RGBA32, false);
texture.LoadRawTextureData(bytes);
texture.Apply();
```
4. 最后,记得在完成后关闭`RenderTexture`并恢复原始的相机目标:
```csharp
targetRT.Release();
webCam.targetTexture = null; // 如果你想恢复屏幕捕捉
```
这样就完成了`WebCamTexture`到`RenderTexture`的复制过程。
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