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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.
|PropertyName||A globally set property name.|
|BufferPtr||The raw RenderBuffer pointer to be used.|
|RenderTexture||The given RenderTexture.|
|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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