Legacy Documentation: Version 2017.1 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

RenderTexture Constructor

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public RenderTexture(width: int, height: int, depth: int)
public RenderTexture(int width, int height, int depth);
public RenderTexture(width: int, height: int, depth: int, format: RenderTextureFormat)
public RenderTexture(int width, int height, int depth, RenderTextureFormat format);
public RenderTexture(width: int, height: int, depth: int, format: RenderTextureFormat, readWrite: RenderTextureReadWrite)
public RenderTexture(int width, int height, int depth, RenderTextureFormat format, RenderTextureReadWrite readWrite);
public RenderTexture(textureToCopy: RenderTexture)
public RenderTexture(RenderTexture textureToCopy);
public RenderTexture(desc: RenderTextureDescriptor)
public RenderTexture(RenderTextureDescriptor desc);

Parameters

width Texture width in pixels.
height Texture height in pixels.
depth Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.
format Texture color format.
readWrite How or if color space conversions should be done on texture read/write.
desc Create the RenderTexture with the settings in the RenderTextureDescriptor.
textureToCopy Copy the settings from another RenderTexture.

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, dimension 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 ExampleClass : MonoBehaviour { public RenderTexture rt; void Start() { rt = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32); } }

Did you find this page useful? Please give it a rating: