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@nothke
Last active July 3, 2024 20:27
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using UnityEngine;
public class MeshBlit : MonoBehaviour
{
public RenderTexture rt;
public Mesh mesh;
public Material material;
public Vector3 meshPosition = new Vector3(0.5f, 0.5f, -1);
public float rotSpeed;
float angle;
Matrix4x4 objectMatrix;
void Update()
{
// Spinny rotation
angle += rotSpeed;
Quaternion meshRotation = Quaternion.AngleAxis(angle, Vector3.up);
// Create the object transform matrix
objectMatrix = Matrix4x4.TRS(meshPosition, meshRotation, Vector3.one * 0.3f);
Blit();
}
void Blit()
{
// Create an orthographic matrix (for 2D rendering)
// You can otherwise use Matrix4x4.Perspective()
Matrix4x4 projectionMatrix = Matrix4x4.Ortho(0, 1, 0, 1, 0.1f, 100);
// This fixes flickering (by @guycalledfrank)
// (because there's some switching back and forth between cameras, I don't fully understand)
if (Camera.current != null)
projectionMatrix *= Camera.current.worldToCameraMatrix.inverse;
// Remember the current texture and set our own as "active".
RenderTexture prevRT = RenderTexture.active;
RenderTexture.active = rt;
// Set material as "active". Without this, Unity editor will freeze.
material.SetPass(0);
// Push the projection matrix
GL.PushMatrix();
GL.LoadProjectionMatrix(projectionMatrix);
// It seems that the faces are in a wrong order, so we need to flip them
GL.invertCulling = true;
// Clear the texture
GL.Clear(true, true, Color.black);
// Draw the mesh!
Graphics.DrawMeshNow(mesh, objectMatrix);
// Pop the projection matrix to set it back to the previous one
GL.PopMatrix();
// Revert culling
GL.invertCulling = false;
// Re-set the RenderTexture to the last used one
RenderTexture.active = prevRT;
}
// Just for live preview
private void OnGUI()
{
if (Event.current.type.Equals(EventType.Repaint))
{
Graphics.DrawTexture(new Rect(0, 0, 256, 256), rt);
}
}
}
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