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|rt||Render target to set for both color & depth buffers.|
|color||Render target to set as a color buffer.|
|colors||Render targets to set as color buffers (MRT).|
|depth||Render target to set as a depth buffer.|
|mipLevel||The mip level of the render target to render into.|
|cubemapFace||The cubemap face of a cubemap render target to render into.|
|depthSlice||Slice of a 3D or array render target to set.|
Add a "set active render target" command.
Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.
You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).
Variants with mipLevel and face arguments enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.
See Also: GetTemporaryRT, ClearRenderTarget, Blit, RenderTargetIdentifier.
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