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// Define file path for movie - outputMP4 = Path.Combine(Path.GetTempPath(), mp4name); - UnityEngine.Debug.Log(outputMP4); - if (File.Exists(outputMP4)) { - File.Delete(outputMP4); + colorImages = new RenderTexture[cameraList.Length]; + depthImages = new RenderTexture[cameraList.Length]; + depthCameraList = new Camera[cameraList.Length]; + + + // colorImage = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32); + // colorImage2 = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32); + // depthImage = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32); + // depthImage2 = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32); + outputImage = new Texture2D((256*cameraList.Length), 512 + metadataHeight, TextureFormat.RGB24, false); + outputImage.filterMode = FilterMode.Point; + + for (int i = 0; i < cameraList.Length; i++) { + colorImages[i] = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32); + cameraList[i].targetTexture = colorImages[i]; + + Camera depthCamera = new GameObject().AddComponent(); + depthCamera.CopyFrom(cameraList[i]); + depthCamera.clearFlags = CameraClearFlags.SolidColor; + depthCamera.backgroundColor = Color.black; + depthCamera.SetReplacementShader(Shader.Find("Custom/DepthOnly"), ""); + + depthCameraList[i] = depthCamera; + depthImages[i] = new RenderTexture(256,256,16,RenderTextureFormat.ARGB32); + depthCameraList[i].targetTexture = depthImages[i]; } - 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