Render the camera manually.
// Take a "screenshot" of a camera's Render Texture. function RTImage(cam: Camera) { // The Render Texture in RenderTexture.active is the one // that will be read by ReadPixels. var currentRT = RenderTexture.active; RenderTexture.active = cam.targetTexture; // Render the camera's view. cam.Render(); // Make a new texture and read the active Render Texture into it. var image = new Texture2D(cam.targetTexture.width, cam.targetTexture.height); image.ReadPixels(new Rect(0, 0, cam.targetTexture.width, cam.targetTexture.height), 0, 0); // Replace the original active Render Texture. RenderTexture.active = currentRT; return image; }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { Texture2D RTImage(Camera cam) { RenderTexture currentRT = RenderTexture.active; RenderTexture.active = cam.targetTexture; cam.Render(); Texture2D image = new Texture2D(cam.targetTexture.width, cam.targetTexture.height); image.ReadPixels(new Rect(0, 0, cam.targetTexture.width, cam.targetTexture.height), 0, 0); RenderTexture.active = currentRT; return image; } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): def RTImage(cam as Camera) as Texture2D: currentRT as RenderTexture = RenderTexture.active RenderTexture.active = cam.targetTexture cam.Render() image as Texture2D = Texture2D(cam.targetTexture.width, cam.targetTexture.height) image.ReadPixels(Rect(0, 0, cam.targetTexture.width, cam.targetTexture.height), 0, 0) RenderTexture.active = currentRT return image