It’s very slow to read pixels from Rendertexture and make it into texture2d.
RenderTexture.active = myRenderTexture;
myTexture2D.ReadPixels(new Rect(0, 0, myRenderTexture.width, myRenderTexture.height), 0, 0);
myTexture2D.Apply();
So, I tried to use rendertexture as my model’s texture.
modelMaterial.mainTexture = myRenderTexture;
I test it in mobile device.
It works. Not so slow.
I know Rendertexture can be destroyed at some device events, etc.
Link : Unity - Scripting API: RenderTexture
So, I tried to recreate the RenderTexture at some device event.
Is there any other risk to use Rendertexture as model’s texture ?