首先,我们先要设置好用于展示摄像头内容的材质,在这里有一个shader文件,用这个shader创建一个材质
Shader "Unlit/CameraShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_ColorChangeY("ColorChangeY",Range(0,1))=0
}
SubShader
{
Tags
{
"RenderType"="Transparent"
"Queue"="Transparent"
}
LOD 200
Cull Off
Lighting Off
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
sampler2D _MainTex;
float _ColorChangeY;
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX