width | 纹理宽度(以像素为单位)。 |
height | 纹理高度(以像素为单位)。 |
depth | 深度缓冲区的位数(0、16 或 24)。注意,仅 24 位深度具有模板缓冲区。 |
format | 纹理颜色格式。 |
readWrite | 如何或者是否应在读/写纹理时进行颜色空间转换。 |
desc | 使用 RenderTextureDescriptor 中的设置创建 RenderTexture。 |
textureToCopy | 从另一个 RenderTexture 复制设置。 |
创建一个新的 RenderTexture 对象。
创建渲染纹理:其大小为 width
x depth
,
深度缓冲区为 depth
位(depth
可以为 0、16 或 24),格式为 /format/,并指定打开还是关闭 sRGB 读/写。
注意,构造 RenderTexture 对象不会立即创建其硬件表示。
实际的渲染纹理在第一次使用或手动调用 Create 时创建。
因此,构造渲染纹理后,可以设置其他变量,例如 format、
dimension 等。
另请参阅:format 变量、GetTemporary。
using UnityEngine;
public class Example : MonoBehaviour { public RenderTexture rt;
void Start() { rt = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32); } }
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