Watermark with two cameras

Source: Internet
Author: User
In unity projects, screenshots are often used to share images. To prevent content infringement and enhance the dissemination capability, we need the watermark function. In unity, this is implemented as follows: 1. Two Orthogonal cameras are required. 2. Two cameras use different depth3. depth is smaller because the rendering time is earlier than the previous one, so as the rendering of the main Image 4, dep

In unity projects, screenshots are often used to share images. To prevent content infringement and enhance the dissemination capability, we need the watermark function. In unity, this is implemented as follows: 1. Two Orthogonal cameras are required. 2. Two cameras use different depth. 3. The smaller the depth value is because the rendering time is earlier than the larger one, so as the rendering of the main Image 4, dep

In unity projects, screenshots are often used to share images. To prevent content infringement and enhance the dissemination capability, we need the watermark function. In unity, this implementation is as follows:


1. Two Orthogonal cameras are required

2. Two cameras use different depth

3. depth is a little smaller because the rendering time is earlier than the previous one, so it is used as the rendering of the main image.

4. After the above camera, the time for depth rendering is used to render the watermark image (or word) to the output of the above camera.

5. Create a New RenderTarget in Unity, and drag the RenderTarget into the Target Texture section of the two cameras.


In this way, the rendered image in RenderTarget is the watermark image we need.


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