RenderTexture.RenderTexture
RenderTexture(width: int, height: int, depth: int)
RenderTexture(int width, int height, int depth);
def RenderTexture(width as int, height as int, depth as int)
RenderTexture(width: int, height: int, depth: int, format: RenderTextureFormat)
RenderTexture(int width, int height, int depth, RenderTextureFormat format);
def RenderTexture(width as int, height as int, depth as int, format as RenderTextureFormat)
RenderTexture(width: int, height: int, depth: int, format: RenderTextureFormat, readWrite: RenderTextureReadWrite)
RenderTexture(int width, int height, int depth, RenderTextureFormat format, RenderTextureReadWrite readWrite);
def RenderTexture(width as int, height as int, depth as int, format as RenderTextureFormat, readWrite as RenderTextureReadWrite)
Parameters

width Texture width in pixels.
height Texture height in pixels.
depth Number of bits in depth buffer.
format Data format for the pixel information.
readWrite Is reading and writing of pixel data enabled?
Description

Creates a new RenderTexture object.

The render texture is created with width by height size, with a depth buffer of depth bits (depth can be 0, 16 or 24), and in format format and with sRGB read / write on or off.

Note that constructing a RenderTexture object does not create the hardware representation immediately. The actual render texture is created upon first use or when Create is called manually. So after constructing the render texture, it is possible to set additional variables, like format, isCubemap and so on.

See Also: format variable, GetTemporary.
var rt: RenderTexture;

function Start () {
	rt = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32);
}
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    public RenderTexture rt;
    void Start() {
        rt = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32);
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	public rt as RenderTexture

	def Start() as void:
		rt = RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32)