Created
April 7, 2018 13:42
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Drawing Canvas
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using System.Collections; | |
using System.IO; | |
using UnityEngine; | |
public class Paintable : MonoBehaviour { | |
public GameObject Brush; | |
public float BrushSize = 0.1f; | |
public RenderTexture RTexture; | |
// Use this for initialization | |
void Start () { | |
} | |
// Update is called once per frame | |
void Update () { | |
if (Input.GetMouseButton(0)) | |
{ | |
//cast a ray to the plane | |
var Ray = Camera.main.ScreenPointToRay(Input.mousePosition); | |
RaycastHit hit; | |
if(Physics.Raycast(Ray, out hit)) | |
{ | |
//instanciate a brush | |
var go = Instantiate(Brush, hit.point + Vector3.up * 0.1f, Quaternion.identity, transform); | |
go.transform.localScale = Vector3.one * BrushSize; | |
} | |
} | |
} | |
public void Save() | |
{ | |
StartCoroutine(CoSave()); | |
} | |
private IEnumerator CoSave() | |
{ | |
//wait for rendering | |
yield return new WaitForEndOfFrame(); | |
Debug.Log(Application.dataPath + "/savedImage.png"); | |
//set active texture | |
RenderTexture.active = RTexture; | |
//convert rendering texture to texture2D | |
var texture2D = new Texture2D(RTexture.width, RTexture.height); | |
texture2D.ReadPixels(new Rect(0, 0, RTexture.width, RTexture.height), 0, 0); | |
texture2D.Apply(); | |
//write data to file | |
var data = texture2D.EncodeToPNG(); | |
File.WriteAllBytes(Application.dataPath + "/savedImage.png", data); | |
} | |
} |
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