Built-in temporary render textures produced during camera's rendering.
When camera is rendering the scene, in some cases it can produce temporary render textures in the process (e.g. depth textures, deferred G-buffer etc.). This enum indicates these temporary render textures.
BuiltinRenderTextureType can be used as a RenderTargetIdentifier in some functions of CommandBuffer.
See Also: CommandBuffer, RenderTargetIdentifier.
CurrentActive | Currently active render target. |
CameraTarget | Target texture of currently rendering camera. |
Depth | Camera's depth texture. |
DepthNormals | Camera's depth+normals texture. |
ResolvedDepth | Resolved depth buffer from deferred. |
PrepassNormalsSpec | Deferred lighting (normals+specular) G-buffer. |
PrepassLight | Deferred lighting light buffer. |
PrepassLightSpec | Deferred lighting HDR specular light buffer (Xbox 360 only). |
GBuffer0 | Deferred shading G-buffer #0 (typically diffuse color). |
GBuffer1 | Deferred shading G-buffer #1 (typically specular + roughness). |
GBuffer2 | Deferred shading G-buffer #2 (typically normals). |
GBuffer3 | Deferred shading G-buffer #3 (typically emission/lighting). |
Reflections | Reflections gathered from default reflection and reflections probes. |
MotionVectors | Motion Vectors generated when the camera has motion vectors enabled. |
GBuffer4 | Deferred shading G-buffer #4 (typically occlusion mask for static lights if any). |
GBuffer5 | G-buffer #5 Available. |
GBuffer6 | G-buffer #6 Available. |
GBuffer7 | G-buffer #7 Available. |
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