Custom Render Textures are an extension to Render Textures, enabling you to render directly to the Texture using a Shader.
Custom Render Textures are an extension to Render Textures allowing you easily to update the texture with a Shader and then use it in a regular Material. This is useful for implementing all kinds of complex simulations, for instance: water caustics, ripple simulations for rain effects, or splatting liquids against a wall. Also provided is a scripting and Shader framework to help with more complicated configurations like partial or multi-pass updates, and varying update frequency.
| cubemapFaceMask | Bitfield that allows to enable or disable update on each of the cubemap faces. Order from least significant bit is +X, -X, +Y, -Y, +Z, -Z. | 
| doubleBuffered | If true, the Custom Render Texture is double buffered so that you can access it during its own update. otherwise the Custom Render Texture will be not be double buffered. | 
| initializationColor | Color with which the Custom Render Texture is initialized. This parameter will be ignored if an initializationMaterial is set. | 
| initializationMaterial | Material with which the Custom Render Texture is initialized. Initialization texture and color are ignored if this parameter is set. | 
| initializationMode | Specify how the texture should be initialized. | 
| initializationSource | Specify if the texture should be initialized with a Texture and a Color or a Material. | 
| initializationTexture | Texture with which the Custom Render Texture is initialized (multiplied by the initialization color). This parameter will be ignored if an initializationMaterial is set. | 
| material | Material with which the content of the Custom Render Texture is updated. | 
| shaderPass | Shader Pass used to update the Custom Render Texture. | 
| updateMode | Specify how the texture should be updated. | 
| updateZoneSpace | Space in which the update zones are expressed (Normalized or Pixel space). | 
| wrapUpdateZones | If true, Update zones will wrap around the border of the Custom Render Texture. Otherwise, Update zones will be clamped at the border of the Custom Render Texture. | 
| CustomRenderTexture | Create a new Custom Render Texture. | 
| ClearUpdateZones | Clear all Update Zones. | 
| GetUpdateZones | Returns the list of Update Zones. | 
| Initialize | Triggers an initialization of the Custom Render Texture. | 
| SetUpdateZones | Setup the list of Update Zones for the Custom Render Texture. | 
| Update | Triggers the update of the Custom Render Texture. | 
| active | Currently active render texture. | 
| hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? | 
| name | The name of the object. | 
| antiAliasing | The antialiasing level for the RenderTexture. | 
| autoGenerateMips | Mipmap levels are generated automatically when this flag is set. | 
| colorBuffer | Color buffer of the render texture (Read Only). | 
| depth | The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported). | 
| depthBuffer | Depth/stencil buffer of the render texture (Read Only). | 
| descriptor | This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties. | 
| dimension | Dimensionality (type) of the render texture. | 
| enableRandomWrite | Enable random access write into this render texture on Shader Model 5.0 level shaders. | 
| format | The color format of the render texture. | 
| height | The height of the render texture in pixels. | 
| memorylessMode | The render texture memoryless mode property. | 
| sRGB | Does this render texture use sRGB read/write conversions (Read Only). | 
| useMipMap | Render texture has mipmaps when this flag is set. | 
| volumeDepth | Volume extent of a 3D render texture or number of slices of array texture. | 
| vrUsage | If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. | 
| width | The width of the render texture in pixels. | 
| anisoLevel | Anisotropic filtering level of the texture. | 
| dimension | Dimensionality (type) of the texture (Read Only). | 
| filterMode | Filtering mode of the texture. | 
| height | Height of the texture in pixels. (Read Only) | 
| mipMapBias | Mip map bias of the texture. | 
| width | Width of the texture in pixels. (Read Only) | 
| wrapMode | Texture coordinate wrapping mode. | 
| wrapModeU | Texture U coordinate wrapping mode. | 
| wrapModeV | Texture V coordinate wrapping mode. | 
| wrapModeW | Texture W coordinate wrapping mode for Texture3D. | 
| GetInstanceID | Returns the instance id of the object. | 
| ToString | Returns the name of the game object. | 
| Create | Actually creates the RenderTexture. | 
| DiscardContents | Hint the GPU driver that the contents of the RenderTexture will not be used. | 
| GenerateMips | Generate mipmap levels of a render texture. | 
| GetNativeDepthBufferPtr | Retrieve a native (underlying graphics API) pointer to the depth buffer resource. | 
| IsCreated | Is the render texture actually created? | 
| MarkRestoreExpected | Indicate that there's a RenderTexture restore operation expected. | 
| Release | Releases the RenderTexture. | 
| SetGlobalShaderProperty | Assigns this RenderTexture as a global shader property named propertyName. | 
| GetNativeTexturePtr | Retrieve a native (underlying graphics API) pointer to the texture resource. | 
| Destroy | Removes a gameobject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsOfType | Returns a list of all active loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| GetTemporary | Allocate a temporary render texture. | 
| ReleaseTemporary | Release a temporary texture allocated with GetTemporary. | 
| SupportsStencil | Does a RenderTexture have stencil buffer? | 
| SetGlobalAnisotropicFilteringLimits | Sets Anisotropic limits. | 
| bool | Does the object exist? | 
| operator != | Compares if two objects refer to a different object. | 
| operator == | Compares two object references to see if they refer to the same object. | 
Did you find this page useful? Please give it a rating: