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Question by rng42 · Aug 30, 2016 at 08:05 AM · shadertexturematerialgraphicsblit

use RenderTexture on a sphere correctly?

I used Graphics.Blit to get shader output from Material to a RenderTexture. then assigned it to the gameObjects shader "_MainTex". unfortunately the RenderTexture does not fit to the sphere object as the mentioned shader output should do.

alt text

is there a way to get correct output to the RenderTexture for the Sphere Object?

texture-issue.png (30.7 kB)
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Answer by SunnyChow · Aug 30, 2016 at 09:24 AM

RenderTexture can't do much for this problem. you need your shader to render seamlessly. if your shader can't render seamless result. You need to do some trick to make it seamless.

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avatar image rng42 · Aug 30, 2016 at 10:32 AM 0
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the $$anonymous$$aterial i used to generate the RanderTexture uses a shader from the Turbulence Library ( https://www.assetstore.unity3d.com/en/#!/content/3957 ) .

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