Version: 2019.4
LanguageEnglish
  • C#

RenderTargetBinding

struct in UnityEngine.Rendering

/

Implemented in:UnityEngine.CoreModule

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

Description

Describes a render target with one or more color buffers, a depth/stencil buffer and the associated load/store-actions that are applied when the render target is active.

This data structure is similiar to RenderTargetSetup, but relies on a RenderTargetIdentifier to ensure compatability with CommandBuffer.SetRenderTarget.

To render to a specific mipmap level, cubemap face or depth slice the RenderTargetIdentifier should be created accordingly.

Note: the number of load- and store-actions specified for color buffers must be equal to the number of color buffers.

See Also: CommandBuffer.

Properties

colorLoadActionsLoad actions for color buffers.
colorRenderTargetsColor buffers to use as render targets.
colorStoreActionsStore actions for color buffers.
depthLoadActionLoad action for the depth/stencil buffer.
depthRenderTargetDepth/stencil buffer to use as render target.
depthStoreActionStore action for the depth/stencil buffer.

Constructors

RenderTargetBindingConstructs RenderTargetBinding.