The Render Texture inspector is similar to the Texture Inspector.
The Render Texture inspector displays the current contents of Render Texture in real-time and can be an invaluable debugging tool for effects that use render textures.
| Property | Description |
|---|---|
| Dimension | Set the number of dimensions of the Render Texture. For more information, refer to Dimension dropdown. |
| Size | Set the size of the Render Texture in pixels. The maximum size depends on the platform. |
| Anti-Aliasing | Set the number of antialiasing samples Unity applies. The options are None, 2 samples, 4 samples, or 8 samples. If you select None, Unity doesn’t apply antialiasing. |
| Enable Compatible Format | If you enable this property, Unity converts the Color Format and Depth Stencil Format to compatible formats, if the platform doesn’t support the formats you select. |
| Color Format | Set the GraphicsFormat of the color buffer of the Render Texture. If you select None, Unity doesn’t allocate a color buffer for this Render Texture. |
| Depth Stencil Format | Set the GraphicsFormat of the depth/stencil buffer of the Render Texture. If you select None, Unity doesn’t allocate a depth/stencil buffer for this Render Texture. The stencil buffer is a general purpose buffer that allows you to store an additional unsigned 8-bit integer (0 to 255) for each pixel Unity draws to the screen. |
| Mipmap | Allocate a mipmap for the Render Texture. |
| Auto-generate | Automatically generate a mipmap. If you disable this property, use the RenderTexture.GenerateMips API to generate a mipmap manually. Alternatively, choose which mipmap level to render into when you use Graphics.SetRenderTarget and Rendering.CommandBuffer.SetRenderTarget. This property is visible only if you enable Enable Mip Maps. |
| Dynamic Scaling | Use dynamic resolutionA Camera setting that allows you to dynamically scale individual render targets to reduce workload on the GPU. More info See in Glossary to resize the Render Texture. If you disable this property, the Render Texture stays the same size regardless of the camera’s Dynamic Resolution setting. |
| Random Write | Allow shaders to write into arbitrary locations of the color buffer of the Render Texture. Refer to RenderTexture.enableRandomWrite for more information. |
| Wrap Mode | Control how Unity wraps the texture. For more information, refer to Wrap Mode dropdown. |
| Filter Mode | Control how the sampling of the texture uses nearby pixels. For more information, refer to Filter Mode dropdown. |
| Aniso Level | Set the anisotropic filtering level of the texture. This increases texture quality when you view the texture at a steep angle. Use anisotropic filtering for floor, ground, and road textures. This property is visible only if you set Depth Stencil Format to None. |
| Shadow Sampling Mode | Select the sampling technique the GPU uses if the render texture is used as a shadow map. This property is only visible if Depth Stencil Format is not set to None, and only has an effect if you set Color Format to None. |
| Value | Description |
|---|---|
| 2D | Set the Render Texture as a 2D texture. |
| 2D Array | Set the Render Texture as a 2D texture array. |
| Cube | Set the Render Texture as a cubemap. |
| 3D | Set the Render Texture as 3D texture. |
| Value | Description |
|---|---|
| Repeat | Tile the texture to create a repeating pattern. |
| Clamp | Stretch the edges of the texture. This is useful for preventing wrapping artifacts when you map an image onto a GameObject, and you don’t want the texture to tile. |
| Mirror | Tile the texture to create a repeating pattern that mirrors the texture at every integer boundary. |
| Mirror Once | Mirror the texture once, then fall back to clamping. |
| Per-axis | Set different Wrap Mode values for the u-axis and v-axis. For example, when you use latitude-longitude environment maps for reflection probes, you can use Repeat for the u-axis and Clamp for the v-axis. |
| Value | Description |
|---|---|
| Point | Use the nearest pixel. This makes the texture appear pixelated. |
| Bilinear | Use a weighted average of the four nearest texels. This makes the texture appear blurry when you magnify it. |
| Trilinear | Use a weighted average of the two nearest mipmap levels, which Unity filters using bilinear filtering. This creates a soft transition between mipmap levels, but the texture is slightly more blurry. |
RenderTexture