Created
August 1, 2011 14:58
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A simple example of a multiply blend in Unity. http://en.wikipedia.org/wiki/Blend_modes#Multiply
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using UnityEngine; | |
using System.Collections; | |
public class Multiply : MonoBehaviour | |
{ | |
public Camera source, destination; | |
private RenderTexture renderTexture; | |
private Texture2D sourceRender, destinationRender; | |
void Start () | |
{ | |
renderTexture = new RenderTexture (Screen.width, Screen.height, 24); | |
sourceRender = new Texture2D (Screen.width, Screen.height); | |
destinationRender = new Texture2D (Screen.width, Screen.height); | |
} | |
void Update () | |
{ | |
RenderTexture active = RenderTexture.active; | |
RenderTexture.active = renderTexture; | |
RenderTexture target = source.targetTexture; | |
source.targetTexture = renderTexture; | |
source.Render (); | |
sourceRender.ReadPixels (new Rect (0.0f, 0.0f, renderTexture.width, renderTexture.height), 0, 0); | |
source.targetTexture = target; | |
Color background = destination.backgroundColor; | |
destination.backgroundColor = Color.red; | |
target = destination.targetTexture; | |
destination.targetTexture = renderTexture; | |
destination.Render (); | |
destinationRender.ReadPixels (new Rect (0.0f, 0.0f, renderTexture.width, renderTexture.height), 0, 0); | |
destination.targetTexture = target; | |
destination.backgroundColor = background; | |
RenderTexture.active = active; | |
Color[] sourcePixels = sourceRender.GetPixels (), destinationPixels = destinationRender.GetPixels (); | |
for (int i = 0; i < sourcePixels.Length; i++) | |
{ | |
destinationPixels[i] = new Color ( | |
(sourcePixels[i].r * destinationPixels[i].r) / 1.0f, | |
(sourcePixels[i].g * destinationPixels[i].g) / 1.0f, | |
(sourcePixels[i].b * destinationPixels[i].b) / 1.0f, | |
(sourcePixels[i].a * destinationPixels[i].a) / 1.0f | |
); | |
} | |
destinationRender.SetPixels (destinationPixels); | |
destinationRender.Apply (); | |
} | |
void OnGUI () | |
{ | |
GUI.DrawTexture (new Rect (0.0f, 0.0f, 300.0f, 300.0f), destinationRender); | |
} | |
} |
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