在通用渲染管线一系列操作,将场景内容显示在屏幕上。Unity 允许您选择预建的渲染管线,或编写自己的渲染管线。 更多信息
参见 术语表 (URP) 中,摄像机一个组件,它创建场景中特定视点的图像。输出要么绘制到屏幕上,要么捕获为纹理。 更多信息
参见 术语表可以渲染到屏幕或渲染纹理一种特殊的纹理类型,在运行时创建和更新。要使用它们,首先创建一个新的渲染纹理,并指定其中一个摄像机渲染到其中。然后,您可以像使用普通纹理一样在材质中使用渲染纹理。 更多信息
参见 术语表。渲染到屏幕是默认设置,也是最常见的用例,但渲染到渲染纹理允许您创建诸如闭路电视摄像机监视器之类的效果。
如果您有一个渲染到渲染纹理的摄像机,则必须有一个第二个摄像机将该渲染纹理渲染到屏幕上。在 URP 中,所有渲染到渲染纹理的摄像机都在所有渲染到屏幕的摄像机之前执行其渲染循环。这确保了渲染纹理已准备好渲染到屏幕上。有关 URP 中摄像机渲染顺序的更多信息,请参阅渲染顺序和过度绘制。
第一个摄像机现在将其视图渲染到渲染纹理。第二个摄像机渲染包括渲染纹理的场景到屏幕上。
您可以通过设置摄像机的targetTexture
属性在脚本中设置摄像机的输出目标。
myCamera.targetTexture = myRenderTexture;
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.