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CommandBuffer.GetTemporaryRT

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public function GetTemporaryRT(nameID: int, width: int, height: int, depthBuffer: int = 0, filter: FilterMode = FilterMode.Point, format: RenderTextureFormat = RenderTextureFormat.Default, readWrite: RenderTextureReadWrite = RenderTextureReadWrite.Default, antiAliasing: int = 1): void;
public void GetTemporaryRT(int nameID, int width, int height, int depthBuffer = 0, FilterMode filter = FilterMode.Point, RenderTextureFormat format = RenderTextureFormat.Default, RenderTextureReadWrite readWrite = RenderTextureReadWrite.Default, int antiAliasing = 1);

Parameters

nameIDShader property name for this texture.
widthWidth in pixels, or -1 for "camera pixel width".
heightHeight in pixels, or -1 for "camera pixel height".
depthBufferDepth buffer bits (0, 16 or 24).
filterTexture filtering mode (default is Point).
formatFormat of the render texture (default is ARGB32).
readWriteColor space.
antiAliasingAnti-aliasing (default is no anti-aliasing).

Description

Add a "get a temporary render texture" command.

This creates a temporary render texture with given parameters, and sets it up as a global shader property with nameID. Use Shader.PropertyToID to create the integer name.

Release the temporary render texture using ReleaseTemporaryRT, passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after Graphics.ExecuteCommandBuffer is done.

After getting a temporary render texture, you can set it as active (SetRenderTarget) or blit to/from it (Blit). You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).

See Also: ReleaseTemporaryRT, SetRenderTarget, Blit.