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

Parameters

rt Render target to set for both color & depth buffers.
color Render target to set as a color buffer.
colors Render targets to set as color buffers (MRT).
depth Render target to set as a depth buffer.
mipLevel The mip level of the render target to render into.
cubemapFace The cubemap face of a cubemap render target to render into.

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).

Variants with mipLevel and face arguments enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture.

See Also: GetTemporaryRT, ClearRenderTarget, Blit, RenderTargetIdentifier.