Graphics.SetRenderTarget
static function SetRenderTarget(rt: RenderTexture): void;
static void SetRenderTarget(RenderTexture rt);
static def SetRenderTarget(rt as RenderTexture) as void
static function SetRenderTarget(colorBuffer: RenderBuffer, depthBuffer: RenderBuffer): void;
static void SetRenderTarget(RenderBuffer colorBuffer, RenderBuffer depthBuffer);
static def SetRenderTarget(colorBuffer as RenderBuffer, depthBuffer as RenderBuffer) as void
static function SetRenderTarget(colorBuffers: RenderBuffer[], depthBuffer: RenderBuffer): void;
static void SetRenderTarget(RenderBuffer[] colorBuffers, RenderBuffer depthBuffer);
static def SetRenderTarget(colorBuffers as RenderBuffer[], depthBuffer as RenderBuffer) as void
Description

Sets current render target.

This function sets which RenderTexture or a RenderBuffer combination will be rendered into next. Use it when implementing custom rendering algorithms, where you need to render something into a render texture manually. Requires Unity Pro.

The function call with colorBuffers array enables techniques that use Multiple Render Targets (MRT), where fragment shader can output more than one final color.

See Also: RenderTexture, Graphics.activeColorBuffer, Graphics.activeDepthBuffer, SystemInfo.supportedRenderTargetCount.