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April 28, 2022 16:52
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/* | |
* Copyright 2022 Marcin Swiderski | |
* | |
* The MIT Licence (MIT) | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy | |
* of this software and associated documentation files (the "Software"), to deal | |
* in the Software without restriction, including without limitation the rights | |
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
* copies of the Software, and to permit persons to whom the Software is | |
* furnished to do so, subject to the following conditions: | |
* | |
* The above copyright notice and this permission notice shall be included in all | |
* copies or substantial portions of the Software. | |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
* SOFTWARE. | |
*/ | |
using UnityEditor; | |
using UnityEngine; | |
using UnityEngine.InputSystem; | |
using UnityEngine.Rendering; | |
[ExecuteAlways] | |
public class PixelPeekScript : MonoBehaviour | |
{ | |
#if UNITY_EDITOR | |
private RenderTexture _renderTexture; | |
private Texture2D _peekTexture; | |
private Color _peekPixel; | |
private void OnEnable() | |
{ | |
RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering; | |
RenderPipelineManager.endCameraRendering += OnEndCameraRendering; | |
_peekTexture = new Texture2D(1, 1); | |
_peekPixel = Color.black; | |
} | |
private void OnDisable() | |
{ | |
RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering; | |
RenderPipelineManager.endCameraRendering -= OnEndCameraRendering; | |
ReleaseRenderTexture(); | |
_peekTexture = null; | |
} | |
private void OnGUI() | |
{ | |
float rf = _peekPixel.r; | |
float gf = _peekPixel.g; | |
float bf = _peekPixel.b; | |
int ri = (int)(rf * 255.0f); | |
int gi = (int)(gf * 255.0f); | |
int bi = (int)(bf * 255.0f); | |
float flt = rf + gf / 255.0f; | |
string rgbH = $"RGB(hex): {ri << 16 | gi << 8 | bi << 0:x6}"; | |
string rgbI = $"RGB(int): {ri}, {gi}, {bi}"; | |
string rgbF = $"RGB(float): {rf}, {gf}, {bf}"; | |
string rgFenc = $"Float(enc): {flt}"; | |
GUIStyle style = new GUIStyle(EditorStyles.textArea); | |
style.fontSize = 24; | |
GUILayout.Label($"{rgbH}\n{rgbI}\n{rgbF}\n{rgFenc}", style); | |
} | |
private void OnBeginCameraRendering(ScriptableRenderContext context, Camera cam) | |
{ | |
if (cam == GetComponent<Camera>()) { | |
EnsureRenderTexture(cam.pixelWidth, cam.pixelHeight); | |
cam.targetTexture = _renderTexture; | |
} | |
} | |
private void OnEndCameraRendering(ScriptableRenderContext context, Camera cam) | |
{ | |
if (_renderTexture != null && cam.targetTexture == _renderTexture) { | |
cam.targetTexture = null; | |
Graphics.Blit(_renderTexture, (RenderTexture)null); | |
Vector2 cursor = Mouse.current.position.ReadValue(); | |
int screenXMax = cam.pixelWidth - 1; | |
int screenYMax = cam.pixelHeight - 1; | |
int pixelX = Mathf.Clamp((int)cursor.x, 0, screenXMax); | |
int pixelY = screenYMax - Mathf.Clamp((int)cursor.y, 0, screenYMax); | |
RenderTexture currentRT = RenderTexture.active; | |
RenderTexture.active = _renderTexture; | |
_peekTexture.ReadPixels(new Rect(pixelX, pixelY, 1, 1), 0, 0); | |
_peekPixel = _peekTexture.GetPixel(0, 0); | |
RenderTexture.active = currentRT; | |
} | |
} | |
private void EnsureRenderTexture(int width, int height) | |
{ | |
if (_renderTexture == null || _renderTexture.width != width || _renderTexture.height != height) { | |
ReleaseRenderTexture(); | |
_renderTexture = RenderTexture.GetTemporary(width, height, 24); | |
} | |
} | |
private void ReleaseRenderTexture() | |
{ | |
if (_renderTexture != null) { | |
RenderTexture.ReleaseTemporary(_renderTexture); | |
_renderTexture = null; | |
} | |
} | |
#endif // UNITY_EDITOR | |
} |
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Just attach it to your main camera and enable/disable it in the hierarchy when needed. Tested with URP.