Built-in temporary render textures produced during camera's rendering.
When camera is rendering the scene, in some cases it can produce temporary render textures in the process (e.g. depth textures, deferred G-buffer etc.). This enum indicates these temporary render textures.
BuiltinRenderTextureType can be used as a RenderTargetIdentifier in some functions of CommandBuffer.
See Also: CommandBuffer, RenderTargetIdentifier.
CurrentActive | Currently active render target. |
CameraTarget | Target texture of currently rendering camera. |
Depth | Camera's depth texture. |
DepthNormals | Camera's depth+normals texture. |
PrepassNormalsSpec | Deferred lighting (normals+specular) G-buffer. |
PrepassLight | Deferred lighting light buffer. |
PrepassLightSpec | Deferred lighting HDR specular light buffer (Xbox 360 only). |
GBuffer0 | Deferred shading G-buffer #0 (typically diffuse color). |
GBuffer1 | Deferred shading G-buffer #1 (typically specular + roughness). |
GBuffer2 | Deferred shading G-buffer #2 (typically normals). |
GBuffer3 | Deferred shading G-buffer #3 (typically emission/lighting). |