Render textures are textures that can be rendered to.
They can be used to implement image based rendering effects, dynamic shadows, projectors, reflections or surveillance cameras.
All rendering goes into the active RenderTexture (active class property). If the active RenderTexture is null everything is rendered to the main window.
Note that while RenderTexture assets can be only power-of-two size, it is possible to create a non-power-of-two (rect) render textures from scripts. These are most often used for image post processing effects.
Keep in mind that render texture contents can become "lost" on certain events, like loading a new level, system going to a screensaver mode, in and our of fullscreen and so on. When that happens, your existing render textures will become "not yet created" again, you can check for that with IsCreated function.
RenderTexture class is only available in Unity Pro.
width |
The width of the render texture in pixels. |
height |
The height of the render texture in pixels. |
depth |
The precision of the render texture's depth buffer in bits (0, 16, 24 are supported) |
sRGB |
Does this render texture use sRGB read / write |
format |
The format of the render texture. |
useMipMap |
Generate mipmap levels? |
isCubemap |
If enabled, this Render Texture will be used as a Cubemap |
isVolume |
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volumeDepth |
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enableRandomWrite |
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colorBuffer |
Color buffer of the render texture (Read Only). |
depthBuffer |
Depth buffer of the render texture (Read Only). |
RenderTexture |
Creates a new RenderTexture object. |
Create |
Actually creates the RenderTexture. |
Release |
Releases the RenderTexture. |
IsCreated |
Is the render texture actually created? |
DiscardContents |
Discards the contents of the RenderTexture. |
SetGlobalShaderProperty |
Assigns this RenderTexture as a global shader property named propertyName. |
active |
The active render texture. |
GetTemporary |
Allocate a temporary render texture. |
ReleaseTemporary |
Release a temporary texture allocated with GetTemporary. |
width |
Width of the texture in pixels (Read Only) |
height |
Height of the texture in pixels (Read Only) |
filterMode |
Filtering mode of the texture. |
anisoLevel |
Anisotropic filtering level of the texture. |
wrapMode |
Wrap mode (Repeat or Clamp) of the texture. |
mipMapBias |
Mip map bias of the texture. |
name |
The name of the object. |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
GetNativeTexturePtr |
Retrieve native ('hardware') pointer to a texture. |
GetNativeTextureID |
Retrieve native ('hardware') handle to a texture. |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |
SetGlobalAnisotropicFilteringLimits |
Sets Anisotropic limits. |
operator bool |
Does the object exist? |
Instantiate |
Clones the object original and returns the clone. |
Destroy |
Removes a gameobject, component or asset. |
DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
FindObjectOfType |
Returns the first active loaded object of Type type. |
operator == |
Compares if two objects refer to the same |
operator != |
Compares if two objects refer to a different object |
DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |