I was looking for this answer on the web for some time. But apparently my search phrases were wrong or it is really that hard. But I doubt it.
Imagine, I have any 3
You can do that with a UI Text game object and the 3D Object.
The steps are as follows:
Create a UI Text object.
Drag the Canvas to become a child of the cube.
Set the Canvas to World Space render mode, remove the Canvas Scaler component and set Width = Height = 1 and all Pos = 0.
I made a few changes that help.
But the real problem I find is this (on Unity 2020.1.f1): the texture of the original mesh is only properly shown within the Unity editor -- standalone builds show a black object (or whatever the camera background color is).
Is the issue one I see explained somewhat vaguely in RenderTexture docs (that I cannot immediately locate again) that hinted that I needed to include a Texture (Material?) in my Resources folder that has similar shaders to the ones used in my RenderTexture?
Not that simple but here is how you can achieve something similar. This requires your 3D models to be correctly UV mapped so you can simply apply a flat texture to it. The setup may sound complex but it is really cool ;)
Create a RenderTexture: In the Asset
do right mouse click → Create
→ RenderTexture
and call it however you like e.g. TextTexture
size
to e.g. 2048*2048
depedning on your needs of course.Create a new Material
RenderTexture
as Albedo
RenderingMode
to Fade
(in order to later have it's background transparent)Create a new Layer and call it e.g. TEXT
In you normal main Camera
under Culling Mask
exclude the just created TEXT
layer. So it will not render our Text content
Add a new Camera
to your scene (it will only render the text) and call it e.g. TextCamera
and make the following settings:
AudioListener
componentClear Flags
→ Solid Color
Background
→ Color actually doesn't matter but make sure to set the Alpha level to 0
!Culling Mask
→ Nothing except the created TEXT
layerTarget Texture
→ The created RenderTexture
Now you already have a Material with a dynamically changeable Texture with transparent background and whatever content you like. So lets make it e.g. a UI.Text
To your scene (I did it simply as child of the TextCamera
so I can simply move it out of sight in the SceneView while working on other stuff) add a Text
(including the Canvas etc - Unity usually adds it automatically)
TEXT
so they will not be rendered by the normal Camera
but only by the TextCamera
.
Canvas
uses RenderMode = WorldSpace
(it won't work with overlay canvas)!Canvas
about e.g. 3
units in front of the TextCamera
(or wherever you like so the Text is visible in the texture later)Text
RectTransform
set width = 1000
, height = 1000
, Scale = 0.001, 0.001, 0.001
Text
component set Font Size = 300
Raycast Target
optionAnd now you can simply apply the created material to your 3D Object and hit play and should see that it gets completely transparent except having the text on it.
So in order to use it as overlay for a 3D object you could e.g. simply duplicate the original object, call one e.g. Inner
the other one Outer
and make Inner
a child of Outer
. Now on the Outer
you set our Text material. This works since a material using Fade
as render mode is rendered on a different render chain which is rendered on top of the default one.
→ Tadaaa 3D object with Text applied to its surface and can even dynamically change the text and its properties like color etc
Since you asked: Yes you can make this all in a script ... except creating new Layers! This is not possible on runtime!
So you have to know all the Layers you will use beforehand then you can do something like
[RequireComponent(typeof(MeshRenderer), typeof(MeshFilter))]
public class TextOnObjectManager : MonoBehaviour
{
// reference via Inspector if possible
[SerializeField] private Camera mainCamera;
[SerializeField] private string LayerToUse;
private void Awake()
{
// 0. make the clone of this and make it a child
var innerObject = new GameObject(name + "_original", typeof(MeshRenderer)).AddComponent<MeshFilter>();
innerObject.transform.SetParent(transform);
// copy over the mesh
innerObject.mesh = GetComponent<MeshFilter>().mesh;
name = name + "_textDecal";
// 1. Create and configure the RenderTexture
var renderTexture = new RenderTexture(2048, 2048, 24) { name = name + "_RenderTexture" };
// 2. Create material
var textMaterial = new Material(Shader.Find("Standard"));
// assign the new renderTexture as Albedo
textMaterial.SetTexture("_MainTex", renderTexture);
// set RenderMode to Fade
textMaterial.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
textMaterial.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
textMaterial.SetInt("_ZWrite", 0);
textMaterial.DisableKeyword("_ALPHATEST_ON");
textMaterial.EnableKeyword("_ALPHABLEND_ON");
textMaterial.DisableKeyword("_ALPHAPREMULTIPLY_ON");
textMaterial.renderQueue = 3000;
// 3. WE CAN'T CREATE A NEW LAYER AT RUNTIME SO CONFIGURE THEM BEFOREHAND AND USE LayerToUse
// 4. exclude the Layer in the normal camera
if (!mainCamera) mainCamera = Camera.main;
mainCamera.cullingMask &= ~(1 << LayerMask.NameToLayer(LayerToUse));
// 5. Add new Camera as child of this object
var camera = new GameObject("TextCamera").AddComponent<Camera>();
camera.transform.SetParent(transform, false);
camera.backgroundColor = new Color(0, 0, 0, 0);
camera.clearFlags = CameraClearFlags.Color;
camera.cullingMask = 1 << LayerMask.NameToLayer(LayerToUse);
// make it render to the renderTexture
camera.targetTexture = renderTexture;
camera.forceIntoRenderTexture = true;
// 6. add the UI to your scene as child of the camera
var Canvas = new GameObject("Canvas", typeof(RectTransform)).AddComponent<Canvas>();
Canvas.transform.SetParent(camera.transform, false);
Canvas.gameObject.AddComponent<CanvasScaler>();
Canvas.renderMode = RenderMode.WorldSpace;
var canvasRectTransform = Canvas.GetComponent<RectTransform>();
canvasRectTransform.anchoredPosition3D = new Vector3(0, 0, 3);
canvasRectTransform.sizeDelta = Vector2.one;
var text = new GameObject("Text", typeof(RectTransform)).AddComponent<Text>();
text.transform.SetParent(Canvas.transform, false);
var textRectTransform = text.GetComponent<RectTransform>();
textRectTransform.localScale = Vector3.one * 0.001f;
textRectTransform.sizeDelta = new Vector2(2000, 1000);
text.font = Resources.GetBuiltinResource<Font>("Arial.ttf");
text.fontStyle = FontStyle.Bold;
text.alignment = TextAnchor.MiddleCenter;
text.color = Color.red;
text.fontSize = 300;
text.horizontalOverflow = HorizontalWrapMode.Wrap;
text.verticalOverflow = VerticalWrapMode.Overflow;
Canvas.gameObject.layer = LayerMask.NameToLayer(LayerToUse);
text.gameObject.layer = LayerMask.NameToLayer(LayerToUse);
text.text = "This is a dynamically generated example!";
// 7. finally assign the material to the child object and hope everything works ;)
innerObject.GetComponent<MeshRenderer>().material = textMaterial;
}
}
Basically reproducing all the steps from before. Since we can't create or edit Layers on runtime you have to know them beforehand and enter it as LayerToUse
.
I created every thing as child of the original object so it is easy to control and change it also later on runtime.