Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.Close
For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.Close
|width||Texture width in pixels.|
|height||Texture height in pixels.|
|depth||Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.|
|format||Texture color format.|
|readWrite||How or if color space conversions should be done on texture read/write.|
|desc||Create the RenderTexture with the settings in the RenderTextureDescriptor.|
|textureToCopy||Copy the settings from another RenderTexture.|
Creates a new RenderTexture object.
The render texture is created with
height size, with a depth buffer
depth bits (depth can be 0, 16 or 24), and in
format format and with sRGB read / write on or off.
Note that constructing a RenderTexture object does not create the hardware representation immediately. The actual render texture is created upon first use or when Create is called manually. So after constructing the render texture, it is possible to set additional variables, like format, dimension and so on.
See Also: format variable, GetTemporary.
Did you find this page useful? Please give it a rating: