Version: 2019.3
LanguageEnglish
  • C#

AttachmentDescriptor.ConfigureTarget

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public void ConfigureTarget(Rendering.RenderTargetIdentifier target, bool loadExistingContents, bool storeResults);

Parameters

tgtThe surface to use as the backing storage for this AttachmentDescriptor.
loadExistingContentsWhether to read in the existing contents of the surface when the RenderPass starts.
storeResultsWhether to store the rendering results of the attachment when the RenderPass ends.

Description

Binds this AttachmentDescriptor to the given target surface.

This method sets the backing storage of this AttachmentDescriptor to the given target surface.

If loadExistingContents is true, changes loadAction to RenderBufferStoreAction.Load unless the load action is already set to RenderBufferStoreAction.Clear, in which case this parameter is ignored.

If storeResults is true, changes storeAction to either RenderBufferStoreAction.Resolve or RenderBufferStoreAction.StoreAndResolve depending on whether ConfigureResolveTarget has also been called.

The format of the target surface must match with the format given in the constructor, and the target surface dimensions and sample count must match the values given in the RenderPass contructor.