I would like to know how can I reduce the resolution of the grabbed screen texture using Texture2D.Resize and Texture2D.ReadPixels. This texture is used in a shader after being grabbed.
Thank you for your answer @aubergine . You’re right. But I thought I could use the same system as the RenderTexture. It seems quite heavy to scale the texture.
For me I should use texture scaling to reduce performance costs, but is it better to use ReadPixels or GetPixelBilinear and to an operation on every pixel…
But I would like to offer the possibility to the user to optimize it by reducing the size of the screen grabbed texture.
But from what I understand I inevitably need to store the screen texture at full resolution using ReadPixels and then read from it, scale it and store it in a new scaled texture which is useless.
But from what I understand if I want to resize my texture, I need to apply the result of Texture2D.GetBilinear on a new texture. Just like in the example, you have a srctexture and a destTexture.
I would like to scale my texture because I want to reduce the performance costs of grabbing the full screen but what’s the point of reducing the scale of a texture if I need to store my full screen texture anyway at full resolution and next reduce it and save it in a new texture.
A good thing would be to directly compute a scaled version grabbed screen texture.