Legacy Documentation: Version 5.1
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RenderTexture

class in UnityEngine

/

Inherits from: Texture

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Description

Render textures are textures that can be rendered to.

They can be used to implement image based rendering effects, dynamic shadows, projectors, reflections or surveillance cameras.

One typical usage of render textures is setting them as the "target texture" property of a Camera (Camera.targetTexture), this will make a camera render into a texture instead of rendering to the screen.

Another use case is manually implementing various rendering effects, for example Image Effects. There you often get temporary short-lived render textures (GetTemporary and ReleaseTemporary functions), and manually render objects into them (see Graphics.DrawMeshNow and Graphics.Blit).

Keep in mind that render texture contents can become "lost" on certain events, like loading a new level, system going to a screensaver mode, in and out of fullscreen and so on. When that happens, your existing render textures will become "not yet created" again, you can check for that with IsCreated function.

See Also: Camera.targetTexture.

Static Variables

activeCurrently active render texture.

Variables

antiAliasingThe antialiasing level for the RenderTexture.
colorBufferColor buffer of the render texture (Read Only).
depthThe precision of the render texture's depth buffer in bits (0, 16, 24 are supported).
depthBufferDepth/stencil buffer of the render texture (Read Only).
enableRandomWriteEnable random access write into this render texture on Shader Model 5.0 level shaders.
formatThe color format of the render texture.
generateMipsShould mipmap levels be generated automatically?
heightThe height of the render texture in pixels.
isCubemapIf enabled, this Render Texture will be used as a Cubemap.
isVolumeIf enabled, this Render Texture will be used as a Texture3D.
sRGBDoes this render texture use sRGB read / write (Read Only).
useMipMapUse mipmaps on a render texture?
volumeDepthVolume extent of a 3D render texture.
widthThe width of the render texture in pixels.

Constructors

RenderTextureCreates a new RenderTexture object.

Public Functions

CreateActually creates the RenderTexture.
DiscardContentsDiscards the contents of the RenderTexture.
IsCreatedIs the render texture actually created?
MarkRestoreExpectedIndicate that there's a RenderTexture restore operation expected.
ReleaseReleases the RenderTexture.
SetGlobalShaderPropertyAssigns this RenderTexture as a global shader property named propertyName.

Static Functions

GetTemporaryAllocate a temporary render texture.
ReleaseTemporaryRelease a temporary texture allocated with GetTemporary.
SupportsStencilDoes a RenderTexture have stencil buffer?

Inherited members

Variables

hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.
anisoLevelAnisotropic filtering level of the texture.
filterModeFiltering mode of the texture.
heightHeight of the texture in pixels. (Read Only)
mipMapBiasMip map bias of the texture.
widthWidth of the texture in pixels. (Read Only)
wrapModeWrap mode (Repeat or Clamp) of the texture.

Public Functions

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.
GetNativeTextureIDRetrieve native ('hardware') handle to a texture.
GetNativeTexturePtrRetrieve native ('hardware') pointer to a texture.

Static Functions

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.
SetGlobalAnisotropicFilteringLimitsSets Anisotropic limits.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.