struct in UnityEngine.Rendering
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Describes a render target with one or more color buffers, a depth/stencil buffer and the associated load/store-actions that are applied when the render target is active.
This data structure is similiar to RenderTargetSetup, but relies on a RenderTargetIdentifier to ensure compatability with CommandBuffer.SetRenderTarget.
To render to a specific mipmap level, cubemap face or depth slice the RenderTargetIdentifier should be created accordingly.
Note: the number of load- and store-actions specified for color buffers must be equal to the number of color buffers.
Additional resources: CommandBuffer.
|Load actions for color buffers.
|Color buffers to use as render targets.
|Store actions for color buffers.
|Load action for the depth/stencil buffer.
|Depth/stencil buffer to use as render target.
|Store action for the depth/stencil buffer.