vadim.lisev Posted August 30, 2019 Share Posted August 30, 2019 (edited) Hello. I'm new in Unigine. Is there any API for custom rendering? I try find some functions like: Graphics.SetRenderTarget(RenderTarget color, RenderTarget depth) - setup current rendering target texture Graphics.DrawMesh(Mesh mesh, Matrix4x4 matrix, Material material) - render mesh with specified localToWorld matrix and material These functions are from Unity :) My goal is system that can render meshes with specified materials to my custom RenderTarget. After that I want do "Blit" this RenderTarget after final image of scene will be rendered (post-processing). It will something like X-ray rendering of meshes, to highlight mesh if it placed behind surface. I work with C# project. Edited August 30, 2019 by vadim.lisev Link to comment
andrey-kozlov Posted August 31, 2019 Share Posted August 31, 2019 Hello Vadim, There is a class RenderTarget in the engine for render target textures configurationhttps://developer.unigine.com/en/docs/2.9/api/library/rendering/class.rendertarget?rlang=cs And mesh rendering can be done with Object.Render methodhttps://developer.unigine.com/en/docs/2.9/api/library/objects/class.object#render_int_int_void Link to comment
leon.dong Posted May 21, 2020 Share Posted May 21, 2020 Is there any more description regarding RenderTarget . The doc is too simple and without samples. Link to comment
TanukiDigital Posted February 24 Share Posted February 24 Is it possible to provide some more detailed guidance here for how to do a typical Blit operation? I want to copy the contents of 1 texture to another, preferably using a specific material to render the output texture. I've looked at the RenderTarget docs, but without an example of useage I'm having trouble deciphering them. Link to comment
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