渲染纹理的维度(类型)。
默认情况下,渲染纹理为“2D”类型,
但也可以通过在创建前更改尺寸来生成立方体贴图或 3D 渲染纹理。
Cubemap 渲染纹理最常用于动态立方体贴图反射,请参阅 Camera.RenderToCubemap。
立方体贴图渲染纹理必须具有相同的 width 和 height,并且必须是两种大小的幂。
目前,3D(体积)渲染纹理只能在支持计算着色器的平台(如 UsingDX11GL3Features)上使用。您可以使用来自像素着色器或计算着色器的“随机访问写入”渲染到它们。使用 volumeDepth 设置 3D 深度,使用 enableRandomWrite 启用对其的随机写入。
另请参阅:TextureDimension。
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