Version: Unity 6.7 Alpha (6000.7)
Language : English
Single Channel texture Import Settings window reference
Custom Render Texture Inspector window reference

Render Texture Inspector window reference

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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.

Dimension dropdown

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.

Wrap Mode dropdown

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.

Filter Mode dropdown

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

Single Channel texture Import Settings window reference
Custom Render Texture Inspector window reference