Struct TextureDesc
Descriptor used to create texture resources
Inherited Members
Namespace: UnityEngine .Experimental.Rendering.RenderGraphModule
Assembly: Unity.RenderPipelines.Core.Runtime.dll
Syntax
public struct TextureDesc
Constructors
Name | Description |
---|---|
Texture |
TextureDesc constructor for a texture using explicit size |
Texture |
Copy constructor |
Texture |
TextureDesc constructor for a texture using a functor for scaling |
Texture |
TextureDesc constructor for a texture using a fixed scaling |
Fields
Name | Description |
---|---|
aniso |
Anisotropic filtering level. |
auto |
Automatically generate mip maps. |
bind |
Bind texture multi sampled. |
clear |
Texture needs to be cleared on first use. |
clear |
Clear color. |
color |
Color format. |
depth |
Depth buffer bit depth. |
dimension | Texture dimension. |
disable |
If all passes writing to a texture are culled by Dynamic Render Pass Culling, it will automatically fallback to a similar preallocated texture.\n Set this to false to force the allocation. |
enable |
Enable random UAV read/write on the texture. |
fall |
Determines whether the texture will fallback to a black texture if it is read without ever writing to it. |
fast |
Descriptor to determine how the texture will be in fast memory on platform that supports it. |
filter |
Filtering mode. |
func | Texture scale function. |
height | Texture height. |
is |
Texture is a shadow map. |
memoryless | Memory less flag. |
mip |
Mip map bias. |
msaa |
Number of MSAA samples. |
name | Texture name. |
scale | Texture scale. |
size |
Texture sizing mode. |
slices | Number of texture slices.. |
use |
Texture uses dynamic scaling. |
use |
Texture needs mip maps. |
vr |
Special treatment of the VR eye texture used in stereoscopic rendering. |
width | Texture width. |
wrap |
Addressing mode. |
Methods
Name | Description |
---|---|
Get |
Hash function |