Sets current render target.
This function sets which RenderTexture or a RenderBuffer combination will be rendered into next. Use it when implementing custom rendering algorithms, where you need to render something into a render texture manually. Requires Unity Pro.
Variants with mipLevel and face arguments enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture.The function call with colorBuffers array enables techniques that use Multiple Render Targets (MRT), where fragment shader can output more than one final color.See Also: RenderTexture, Graphics.activeColorBuffer, Graphics.activeDepthBuffer, SystemInfo.supportedRenderTargetCount.