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Question by KEric · Feb 19, 2014 at 02:53 AM · shaderrendertexturerenderdepth-buffer

SetTargetBuffers for multiple color buffers

Anyone been able to successfully use the following function?

In my case, I pass two colorbuffer objects from two separate RenderTexture objects. The result, after rendering through camera.Render() function, is: first colorbuffer properly rendered; second - only cleared up (the clear color value seems to be equal in both colorbuffers).

void SetTargetBuffers(RenderBuffer[] colorBuffer, RenderBuffer depthBuffer);

Example:

 // r1, r2 RenderTexture objects
 RenderBuffer[] rb = new RenderBuffer[] {r1.colorBuffer, r2.colorBuffer}; 
 worldCam.camera.SetTargetBuffers(rb, r2.depthBuffer);
 worldCam.camera.Render();
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avatar image MakeCodeNow · Feb 19, 2014 at 07:24 AM 0
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Are your shaders setup to write to more than one render target? If the shaders aren't setup for $$anonymous$$RT, you won't see anything in that 2nd target except for the clear color.

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Answer by KEric · Feb 19, 2014 at 10:01 AM

@MakeCodeNow Many thanks for your help.

For anyone who'll find it useful - within the shader program, the fragment part has to return multiple (two in the case above) COLORs, one for each buffer that is passed to SetTargetBuffers.

 struct f2s {
     fixed4 col0 : COLOR0;
     fixed4 col1 : COLOR1;
 };

 f2s frag(v2f i) {
     f2s fout; 
     fout.col0 = // some color
     fout.col1 = // some color
     return fout;
 }
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