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- //baking the material into a texture format we can read... because we can't getpixel on render textures!
- //renderTexture = new RenderTexture(generatorSize, generatorSize, 24, RenderTextureFormat.BGRA32, 0);
- renderTexture = new RenderTexture(generatorSize, generatorSize, 32, RenderTextureFormat.ARGBFloat);
- renderTexture.Create();
- Graphics.Blit(null, renderTexture, generatorMat);
- //transfer image from rendertexture to texture
- mapTexture = new Texture2D(generatorSize, generatorSize, TextureFormat.RGBAFloat, false);
- RenderTexture.active = renderTexture;
- mapTexture.ReadPixels(new Rect(Vector2.zero, new Vector2(generatorSize, generatorSize)), 0, 0);
- mapTexture.Apply();
- Shader.SetGlobalTexture("MapTexture", mapTexture);
- shorelinemat.SetTexture("_MapTexture", mapTexture);
- Shader.SetGlobalFloat("MapSize", generatorSize);
- //clean up variables
- RenderTexture.active = null;
- //RenderTexture.ReleaseTemporary(renderTexture);
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