Version: 2022.2
LanguageEnglish
  • C#

RenderTargetFlags

enumeration

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

This enum describes optional flags for the RenderTargetBinding structure.

This enum describes optional flags for the RenderTargetBinding structure.

Properties

NoneNo flag option (0).
ReadOnlyDepthThe depth buffer bound for rendering may also bound as a samplable texture to the graphics pipeline: some platforms require the depth buffer to be set to read-only mode in such cases (D3D11, Vulkan). This flag can be used for both packed depth-stencil as well as separate depth-stencil formats.
ReadOnlyStencilThe stencil buffer bound for rendering may also bound as a samplable texture to the graphics pipeline: some platforms require the stencil buffer to be set to read-only mode in such cases (D3D11, Vulkan). This flag can be used for both packed depth-stencil as well as separate depth-stencil formats.
ReadOnlyDepthStencilBoth depth and stencil buffers bound for rendering may be bound as samplable textures to the graphics pipeline: some platforms require the depth and stencil buffers to be set to read-only mode in such cases (D3D11, Vulkan). This flag can be used for both packed depth-stencil as well as separate depth-stencil formats. This flag is a bitwise combination of RenderTargetFlags.ReadOnlyDepth and RenderTargetFlags.ReadOnlyStencil.