Here are the examples of the csharp api UnityEngine.Cubemap.SetPixels(UnityEngine.Color[], UnityEngine.CubemapFace) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.
1 Examples
19
Source : OVRCubemapCapture.cs
with MIT License
from Tobbse
with MIT License
from Tobbse
public static void RenderIntoCubemap(Camera ownerCamera, Cubemap outCubemap)
{
int width = (int)outCubemap.width;
int height = (int)outCubemap.height;
CubemapFace[] faces = new CubemapFace[] { CubemapFace.PositiveX, CubemapFace.NegativeX, CubemapFace.PositiveY, CubemapFace.NegativeY, CubemapFace.PositiveZ, CubemapFace.NegativeZ };
Vector3[] faceAngles = new Vector3[] { new Vector3(0.0f, 90.0f, 0.0f), new Vector3(0.0f, -90.0f, 0.0f), new Vector3(-90.0f, 0.0f, 0.0f), new Vector3(90.0f, 0.0f, 0.0f), new Vector3(0.0f, 0.0f, 0.0f), new Vector3(0.0f, 180.0f, 0.0f) };
// Backup states
RenderTexture backupRenderTex = RenderTexture.active;
float backupFieldOfView = ownerCamera.fieldOfView;
float backupAspect = ownerCamera.aspect;
Quaternion backupRot = ownerCamera.transform.rotation;
//RenderTexture backupRT = ownerCamera.targetTexture;
// Enable 8X MSAA
RenderTexture faceTexture = new RenderTexture(width, height, 24);
faceTexture.antiAliasing = 8;
faceTexture.dimension = UnityEngine.Rendering.TextureDimension.Tex2D;
faceTexture.hideFlags = HideFlags.HideAndDontSave;
// For intermediate saving
Texture2D swapTex = new Texture2D(width, height, TextureFormat.RGB24, false);
swapTex.hideFlags = HideFlags.HideAndDontSave;
// Capture 6 Directions
ownerCamera.targetTexture = faceTexture;
ownerCamera.fieldOfView = 90;
ownerCamera.aspect = 1.0f;
Color[] mirroredPixels = new Color[swapTex.height * swapTex.width];
for (int i = 0; i < faces.Length; i++)
{
ownerCamera.transform.eulerAngles = faceAngles[i];
ownerCamera.Render();
RenderTexture.active = faceTexture;
swapTex.ReadPixels(new Rect(0, 0, width, height), 0, 0);
// Mirror vertically to meet the standard of unity cubemap
Color[] OrignalPixels = swapTex.GetPixels();
for (int y1 = 0; y1 < height; y1++)
{
for (int x1 = 0; x1 < width; x1++)
{
mirroredPixels[y1 * width + x1] = OrignalPixels[((height - 1 - y1) * width) + x1];
}
};
outCubemap.SetPixels(mirroredPixels, faces[i]);
}
outCubemap.SmoothEdges();
// Restore states
RenderTexture.active = backupRenderTex;
ownerCamera.fieldOfView = backupFieldOfView;
ownerCamera.aspect = backupAspect;
ownerCamera.transform.rotation = backupRot;
ownerCamera.targetTexture = backupRenderTex;
DestroyImmediate(swapTex);
DestroyImmediate(faceTexture);
}