Legacy Documentation: Version 5.2
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Graphics.SetRenderTarget

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public static void SetRenderTarget(RenderTargetSetup setup);
public static void SetRenderTarget(RenderTexture rt);
public static void SetRenderTarget(RenderTexture rt, int mipLevel);
public static void SetRenderTarget(RenderTexture rt, int mipLevel, CubemapFace face);
public static void SetRenderTarget(RenderBuffer colorBuffer, RenderBuffer depthBuffer);
public static void SetRenderTarget(RenderBuffer[] colorBuffers, RenderBuffer depthBuffer);
public static void SetRenderTarget(RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel);
public static void SetRenderTarget(RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel, CubemapFace face);

Parameters

Description

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.