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CommandBuffer.SetRenderTarget

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public function SetRenderTarget(rt: Rendering.RenderTargetIdentifier): void;
public void SetRenderTarget(Rendering.RenderTargetIdentifier rt);
public function SetRenderTarget(color: Rendering.RenderTargetIdentifier, depth: Rendering.RenderTargetIdentifier): void;
public function SetRenderTarget(colors: RenderTargetIdentifier[], depth: Rendering.RenderTargetIdentifier): void;
public void SetRenderTarget(RenderTargetIdentifier[] colors, Rendering.RenderTargetIdentifier depth);

Parameters

rtRender target to set for both color & depth buffers.
colorRender target to set as a color buffer.
colorsRender targets to set as color buffers (MRT).
depthRender target to set as a depth buffer.

Description

Add a "set active render target" command.

Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.

You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).

See Also: GetTemporaryRT, ClearRenderTarget, Blit, RenderTargetIdentifier.