问题的简短版本
我正在尝试访问 Unity 中的 RenderTexture 的内容,我一直在使用 Graphics.Blit 使用自己的材质进行绘制。
Graphics.Blit (null, renderTexture, material);
我的材质成功地将一些 yuv 图像转换为 rgb,我通过将其分配给 UI 元素的纹理进行了测试。结果是屏幕上可见的正确 RGB 图像。
但是,我还需要 QR 码扫描仪的原始数据。我正在这样做,就像我会从这里解释的那样从相机访问它。在那里的评论中提到,也可以从填充了 Graphics.Blit 的 RenderTexture 中提取。但是当我尝试这样做时,我的纹理只包含 205 的值。这是我在 Update 函数中使用的代码,直接在 Graphics.Blit 调用之后:
RenderTexture.active = renderTexture;
texture.ReadPixels (new Rect (0, 0, width, height), 0, 0);
texture.Apply ();
RenderTexture.active = null;
当将此纹理分配给相同的 UI 元素时,它是灰色的并且略微透明。查看图像值时,它们都是 205。
为什么是可能的?我尝试填充的 RenderTexture 和 Texture2D 格式是否存在问题?
完整代码
在下面,我添加了我正在使用的整个代码。变量的名称与我上面使用的名称略有不同,但它们的作用基本相同:
/**
* This class continously converts the y and uv textures in
* YUV color space to a RGB texture, which can be used somewhere else
*/
public class YUV2RGBConverter : MonoBehaviour {
public Material yuv2rgbMat;
// Input textures, set these when they are available
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public Texture2D yTex;
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public Texture2D uvTex;
// Output, the converted textures
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public RenderTexture rgbRenderTex;
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public Texture2D rgbTex;
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public Color32[] rawRgbData;
/// Describes how often per second the image should be transferred to the CPU
public float GPUTransferRate = 1.0f;
private float timeSinceLastGPUTransfer = 0.0f;
private int width;
private int height;
/**
* Initializes the used textures
*/
void Start () {
updateSize (width, height);
}
/**
* Depending on the sizes of the texture, creating the needed textures for this class
*/
public void updateSize(int width, int height)
{
// Generate the input textures
yTex = new Texture2D(width / 4, height, TextureFormat.RGBA32, false);
uvTex = new Texture2D ((width / 2) * 2 / 4, height / 2, TextureFormat.RGBA32, false);
// Generate the output texture
rgbRenderTex = new RenderTexture(width, height, 0);
rgbRenderTex.antiAliasing = 0;
rgbTex = new Texture2D (width, height, TextureFormat.RGBA32, false);
// Set to shader
yuv2rgbMat.SetFloat("_TexWidth", width);
yuv2rgbMat.SetFloat("_TexHeight", height);
}
/**
* Sets the y and uv textures to some dummy data
*/
public void fillYUWithDummyData()
{
// Set the y tex everywhere to time rest
float colorValue = (float)Time.time - (float)((int)Time.time);
for (int y = 0; y < yTex.height; y++) {
for (int x = 0; x < yTex.width; x++) {
Color yColor = new Color (colorValue, colorValue, colorValue, colorValue);
yTex.SetPixel (x, y, yColor);
}
}
yTex.Apply ();
// Set the uv tex colors
for (int y = 0; y < uvTex.height; y++) {
for (int x = 0; x < uvTex.width; x++) {
int firstXCoord = 2 * x;
int secondXCoord = 2 * x + 1;
int yCoord = y;
float firstXRatio = (float)firstXCoord / (2.0f * (float)uvTex.width);
float secondXRatio = (float)secondXCoord / (2.0f * (float)uvTex.width);
float yRatio = (float)y / (float)uvTex.height;
Color uvColor = new Color (firstXRatio, yRatio, secondXRatio, yRatio);
uvTex.SetPixel (x, y, uvColor);
}
}
uvTex.Apply ();
}
/**
* Continuously convert y and uv texture to rgb texture with custom yuv2rgb shader
*/
void Update () {
// Draw to it with the yuv2rgb shader
yuv2rgbMat.SetTexture ("_YTex", yTex);
yuv2rgbMat.SetTexture ("_UTex", uvTex);
Graphics.Blit (null, rgbRenderTex, yuv2rgbMat);
// Only scan once per second
if (timeSinceLastGPUTransfer > 1 / GPUTransferRate) {
timeSinceLastGPUTransfer = 0;
// Fetch its pixels and set it to rgb texture
RenderTexture.active = rgbRenderTex;
rgbTex.ReadPixels (new Rect (0, 0, width, height), 0, 0);
rgbTex.Apply ();
RenderTexture.active = null;
rawRgbData = rgbTex.GetPixels32 ();
} else {
timeSinceLastGPUTransfer += Time.deltaTime;
}
}
}