Render Textures are special types of TexturesAn image used when rendering a GameObject, Sprite, or UI element. Textures are often applied to the surface of a mesh to give it visual detail. More info
See in Glossary that are created and updated at runtime. To use them, you first create a new Render Texture and designate one of your CamerasA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary to render into it. Then you can use the Render Texture in a MaterialAn asset that defines how a surface should be rendered, by including references to the Textures it uses, tiling information, Color tints and more. The available options for a Material depend on which Shader the Material is using. More info
See in Glossary just like a regular Texture. The Water prefabsAn asset type that allows you to store a GameObject complete with components and properties. The prefab acts as a template from which you can create new object instances in the scene. More info
See in Glossary in Unity Standard AssetsA collection of useful assets supplied with Unity. Unity ships with multiple Standard Asset such as 2D, Cameras, Characters, CrossPlatformInput, Effects, Environment, ParticleSystems, Prototyping, Utility, and Vehicles. More info
See in Glossary are an example of real-world use of Render Textures for making real-time reflections and refractions.
The Render Texture InspectorA Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. More info
See in Glossary is different from most Inspectors, but very similar to the Texture Inspector.
The Render Texture inspector displays the current contents of Render Texture in realtime and can be an invaluable debugging tool for effects that use render textures.
|Size||The size of the Render Texture in pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary. Observe that only power-of-two values sizes can be chosen.
|Anti-Aliasing||The amount of anti-aliasing to be applied. None, two, four or eight samples.|
|Depth Buffer||The type of the depth buffer. None, 16 bit or 24 bit.|
|Wrap Mode||Selects how the Texture behaves when tiled:|
|Repeat||The Texture repeats (tiles) itself|
|Clamp||The Texture’s edges get stretched|
|Filter Mode||Selects how the Texture is filtered when it gets stretched by 3D transformations:|
|No Filtering||The Texture becomes blocky up close|
|Bilinear||The Texture becomes blurry up close|
|Trilinear||Like Bilinear, but the Texture also blurs between the different mip levels|
|Aniso LevelThe anisotropic filtering (AF) level of a texture. Allows you to increase texture quality when viewing a texture at a steep angle. Good for floor and ground textures. More info
See in Glossary
|Increases Texture quality when viewing the texture at a steep angle. Good for floor and ground textures|
A very quick way to make a live arena-camera in your game:
2017–09–19 Page amended with limited editorial review
GameObject menu changed in Unity 4.6
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