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.
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.
Calling SetRenderTarget with just a RenderTexture argument is the same as setting RenderTexture.active property.
See Also: RenderTexture, Graphics.activeColorBuffer, Graphics.activeDepthBuffer, SystemInfo.supportedRenderTargetCount.