Render Textures are special types of Textures that are created and updated at runtime. To use them, you first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture. The Water prefabs in Unity Standard Assets are an example of real-world use of Render Textures for making real-time reflections and refractions.
Properties
The Render Texture Inspector is different from most Inspectors, but very similar to the Texture Inspector.
The Render Texture inspector displays the current contents of Render Texture in realtime and can be an invaluable debugging tool for effects that use render textures.
Property:
Function:
Size
The size of the Render Texture in pixels. Observe that only power-of-two values sizes can be chosen.
Anti-Aliasing
The amount of anti-aliasing to be applied. None, two, four or eight samples.
Depth Buffer
The type of the depth buffer. None, 16 bit or 24 bit.
Wrap Mode
Selects how the Texture behaves when tiled:
Repeat
The Texture repeats (tiles) itself
Clamp
The Texture’s edges get stretched
Filter Mode
Selects how the Texture is filtered when it gets stretched by 3D transformations:
No Filtering
The Texture becomes blocky up close
Bilinear
The Texture becomes blurry up close
Trilinear
Like Bilinear, but the Texture also blurs between the different mip levels
Aniso Level
Increases Texture quality when viewing the texture at a steep angle. Good for floor and ground textures
Example
A very quick way to make a live arena-camera in your game:
Create a new Render Texture asset using Assets >Create >Render Texture.
Create a new Camera using GameObject > Camera.
Assign the Render Texture to the Target Texture of the new Camera.
Create a wide, tall and thin box
Drag the Render Texture onto it to create a Material that uses the render texture.
Enter Play Mode, and observe that the box’s texture is updated in real-time based on the new Camera’s output.
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