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. | 
Did you find this page useful? Please give it a rating: