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Render a Canvas to RenderTexture?

Discussion in 'UGUI & TextMesh Pro' started by assaf-cohen, Oct 7, 2014.

  1. assaf-cohen

    assaf-cohen

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    Sep 27, 2013
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    Hi guys,
    Is there any way to render a canvas to RenderTexture?

    I want to render the entire screen to RenderTexture, so I'm using:

    RenderTexture rt = new RenderTexture(x, y, 24);
    foreach (Camera cam in Camera.allCameras)
    {
    cam.targetTexture = rt;
    cam.Render();
    cam.targetTexture = null;​
    }

    But it doesn't render the GUI...
     
    Last edited: Oct 9, 2014
  2. assaf-cohen

    assaf-cohen

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    (bump...)

    Some more info ... The Canvas is set to "Screen Space - Camera"
    The camera is orthographic, and is showing the GUI in the editor and game view.
    cam.redner() renders the skybox or solid color to the renderTexture, but not the GUI.

    Does anyone have any idea? or should I file a bug?
     
  3. phil-Unity

    phil-Unity

    Unity UI Lead Developer Unity Technologies

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    Nov 23, 2012
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    As much as it saddens me to say this it's likely a bug and you should file one. i'm going to guess that maybe it won't get fixed for v1 but hopefully soon after
     
  4. Tim-C

    Tim-C

    Unity Technologies

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    This can probably be worked around by using a screen space - camera UI and setting it to render from your specific camera (set to orthographic mode). The 'overlay' mode doesn't go through the normal render pipeline so it's not injected into a normal camera render.
     
  5. JAKJ

    JAKJ

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    He says he already is using ScreenSpace-Camera and it's not working.
     
  6. Marco-Sperling

    Marco-Sperling

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    Can you actually make the overlay UI "go through a normal render pipeline"?
    Is it possible to capture the UI somehow in a render texture and blit it to the scene behind? A feature like this would be great to enable post processing effects on a canvas.
    Are we stuck using Screen Space - Camera UI in this case?
     
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  7. SunnyChow

    SunnyChow

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    true. I want to find a way to directly render canvas to RenderTexture
     
  8. LyveIG

    LyveIG

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    I already did that succesfully. but not with manual rendering though. If the canvas is set to Screen Space - Camera and the Camera has a render texture assigned, this works quite well for me. Not sure what you want to achieve by manual rendering though, thats something I didn't test for the UI yet.
     
  9. SunnyChow

    SunnyChow

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    In my case, i need to render the canvas into one texture immediately. And then i don't need this canvas anymore. It will be perfect if i can keep this canvas as prefabs in asset folder instead of the scene.

    What i do now is that: I copy this prefabs into scene and create a camera with rendertexture. I call ResetAspect() ResetProjectionMatrix() Render(). And then delete the canvas and the camera. It doesn't work quite well the size of the canvas is wrong. If i let those objects stay, then they can render a correct image in next frame.
     
  10. Xelnath

    Xelnath

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    Has someone solved this?
     
  11. lucashaley

    lucashaley

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  12. J_P_

    J_P_

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    renderTexture.jpg

    I combine multiple cameras onto a single rendertexture before blitting to the screen, but my world space canvases are missing :(
     
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  13. JonnyHilly

    JonnyHilly

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    Same problem.... Unity5, trying to get some nice screenshots from a button press during gameplay.. I have a single camera with canvas, screen space overlay gui, but the gui does not show up on the Camera.Render()
    (also tried world-space and screen-space-camera) all with the same result... no gui rendered.
    Any update to this problem ? bug ?
     
  14. phil-Unity

    phil-Unity

    Unity UI Lead Developer Unity Technologies

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    i think there is a backport request waiting to be processed to get his fixed.
     
  15. J_P_

    J_P_

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    Tested my world canvases in 3.5.0b6 and it seems to be fixed
     
  16. phil-Unity

    phil-Unity

    Unity UI Lead Developer Unity Technologies

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    Going to assume you mean 5.3.0b6 :) but glad to hear hopefully the backport will land in 5.2 "soon"
     
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  17. Aiursrage2k

    Aiursrage2k

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    Does this work because it seems like it still doesnt work
     
  18. Nintenjo64

    Nintenjo64

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    Cannot get the UI to render to a texture for me on 5.3.1f1 only seems to work with a World Space camera.. not a screen spaced one :(
     
  19. horkyze

    horkyze

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    Experiencing same problem with 4.6.9p3
     
  20. alvifarooq

    alvifarooq

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    Hi,

    Any update on this issue? I'm using 5.3.2f1 and it's not working.
    Any suggested workarounds?

    Regards,

    Farooq
     
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  21. subjectZero

    subjectZero

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    Echo, Echo, echoooooooo....

    Same here peeps. mine is running on unity 5.3.4f1 and my canvas is set at screen space - overlay

    Anyone know about a workaround?
    Was the bug made?
     
    Last edited: May 23, 2016
    Noxury likes this.
  22. joegatling

    joegatling

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    I am seeing this issue in 5.3.4p6
     
  23. Cromfeli

    Cromfeli

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  24. Noxury

    Noxury

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    Last edited: Jun 4, 2016
  25. subjectZero

    subjectZero

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    sorry guys i figured it out and forgot to post it.

    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3. //using System.IO;
    4.  
    5. public class MyScreenShotUI : MonoBehaviour {
    6.  
    7.  
    8.     void Start(){
    9.  
    10.  
    11.  
    12.     }
    13.  
    14.  
    15.     public void myScreenShot(){
    16.  
    17.         StartCoroutine (TakeScreenShot());
    18.  
    19.     }
    20.  
    21.  
    22.     IEnumerator TakeScreenShot() {
    23.  
    24.         yield return new WaitForEndOfFrame();
    25.  
    26.  
    27.         var width = Screen.width;
    28.         var height = Screen.height;
    29.         var tex = new Texture2D( width, height, TextureFormat.RGB24, false );
    30.  
    31.  
    32.         tex.ReadPixels( new Rect(0, 0, width, height), 0, 0 );
    33.         tex.Apply();
    34.  
    35.  
    36.     }
    37.  
    38. }
    just call myScreenShot(); in your code somewhere. So "tex" now has the screen shot value, make any public texture equal to that value to use it. Hope it works for you.
     
    Last edited: Jun 6, 2016
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  26. Dan-MacDonald

    Dan-MacDonald

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    Nice I'll give this a shot!
     
  27. subjectZero

    subjectZero

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    cool,

    please let me know, it works for me.
     
  28. Agent_007

    Agent_007

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    Works fine in editor when width == Screen.width and height == Screen.height but it cannot be used to create bigger than current resolution screenshots.
     
  29. subjectZero

    subjectZero

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    sorry i don't follow, why would you want to create a screen shot of something bigger than the actual resolution? a screenshot by definition can't be bigger than itself. Your taking a image of what the current screen sees (that is what this thread is about, right?) and even if so,the result will be pixelated, don't you think?

    but yea i get where your coming from, every device will have a different size, but maybe thats just how it goes... or am i missing something? now I'm confused, can one tell it at what size to take the screen capture?
     
  30. Agent_007

    Agent_007

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    Use cases for bigger renderings are getting those glamour shots (like Mega Grab https://www.assetstore.unity3d.com/en/#!/content/533 does) and UI testing. AFAIK currently it is not possible to get e.g. 3840 x 2160 shot from game with UGUI if one has 1920 x 1080 resolution monitor. That is why it would be REALLY useful if Canvas could be rendered to RenderTexture.
     
  31. ikriz

    ikriz

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    Dec 3, 2009
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    ScreenCapture.CaptureScreenshot("file.jpg",4);

    will give you a large capture 4x the size of your resolution.
     
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