渲染物体到一张UITexture上

把这个脚本挂到一个Camera上

 

using UnityEngine;
using System.Collections;

[RequireComponent(typeof(Camera))]
public class UIModelCamera : MonoBehaviour {

    //Render Texture属性
    public int Width=256;
    public int Height = 256;
    public int Depth = 16;

    //所要观看的模型
    public GameObject Model;

    //距离模型所在位置的偏移
    public Vector3 Offset;

    //观看模型所在位置的偏移
    public Vector3 LookAtOffset;

    //哪个UITexture要使用这个相机所渲染的Render Texture
    public UITexture Texture;

    private RenderTexture mRenderTexture;
    private Camera mCamera;

    void Awake()
    {
        mCamera = gameObject.GetComponent<Camera>();
        mRenderTexture = new RenderTexture(Width, Height, Depth);
        mCamera.targetTexture = mRenderTexture;
    }
    // Use this for initialization
    void Start () {

        SetModel(Model);
        SetTexture(Texture);
    }

    void OnDestroy()
    {
        Destroy(mRenderTexture);
    }

    //设置所有观看的模型
    public void SetModel(GameObject obj)
    {
        Model = obj;
        if(null!=Model)
        {
            gameObject.transform.position = Model.transform.position + Offset;
            gameObject.transform.forward = Model.transform.position + LookAtOffset - gameObject.transform.position;
            mCamera.cullingMask = 1<<Model.layer;
        }
    }

    //
    public void SetTexture(UITexture texture)
    {
        Texture = texture;
        if (null != Texture)
        {
            Texture.mainTexture = GetRenderTexture();
        }
    }

    public RenderTexture GetRenderTexture()
    {
        return mRenderTexture;
    }

#if UNITY_EDITOR
    void Update()
    {
        SetModel(Model);
        SetTexture(Texture);
    }
#endif
}

 

posted @ 2015-06-23 10:12  MrBlue  阅读(823)  评论(0编辑  收藏  举报