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 isnull
everything is rendered to the main window.For short-lived temporary render textures, use GetTemporary and ReleaseTemporary
functions. These are most often useful in image post processing effects.Note that while RenderTexture assets can be only power-of-two
size, it is possible to create a non-power-of-two 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.
active | The active render texture. |
antiAliasing | The antialiasing level for the RenderTexture. |
colorBuffer | Color buffer of the render texture (Read Only). |
depth | The precision of the render texture's depth buffer in bits (0, 16, 24 are supported). |
depthBuffer | Depth buffer of the render texture (Read Only). |
enableRandomWrite | Enable DX11 random access write into this render texture. |
format | The format of the render texture. |
generateMips | Should mipmap levels be generated automatically? |
height | The height of the render texture in pixels. |
isCubemap | If enabled, this Render Texture will be used as a Cubemap. |
isVolume | If enabled, this Render Texture will be used as a Texture3D. |
sRGB | Does this render texture use sRGB read / write (Read Only). |
useMipMap | Use mipmaps on a render texture? |
volumeDepth | Volume extent of a 3D render texture. |
width | The width of the render texture in pixels. |
RenderTexture | Creates a new RenderTexture object. |
Create | Actually creates the RenderTexture. |
DiscardContents | Discards the contents of the RenderTexture. |
IsCreated | Is the render texture actually created? |
MarkRestoreExpected | Indicate that there's a RenderTexture restore operation expected. |
Release | Releases the RenderTexture. |
SetGlobalShaderProperty | Assigns this RenderTexture as a global shader property named propertyName. |
GetTemporary | Allocate a temporary render texture. |
ReleaseTemporary | Release a temporary texture allocated with GetTemporary. |
SupportsStencil | Does the RenderTexture have stencil buffer? |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
anisoLevel | Anisotropic filtering level of the texture. |
filterMode | Filtering mode of the texture. |
height | Height of the texture in pixels. (Read Only) |
mipMapBias | Mip map bias of the texture. |
width | Width of the texture in pixels. (Read Only) |
wrapMode | Wrap mode (Repeat or Clamp) of the texture. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
GetNativeTextureID | Retrieve native ('hardware') handle to a texture. |
GetNativeTexturePtr | Retrieve native ('hardware') pointer to a texture. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
SetGlobalAnisotropicFilteringLimits | Sets Anisotropic limits. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares if two objects refer to the same. |