Version: 2023.1

RenderTexture.RenderTextureConstructor

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public RenderTexture (RenderTexture textureToCopy);
public RenderTexture (RenderTextureDescriptor desc);
public RenderTexture (int width, int height, int depth, RenderTextureFormat format= RenderTextureFormat.Default, RenderTextureReadWrite readWrite= RenderTextureReadWrite.Default);

参数

width 纹理宽度(以像素为单位)。
height 纹理高度(以像素为单位)。
depth Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support.
format 纹理颜色格式。
colorFormat RenderTexture 的颜色格式。
depthStencilFormat The depth stencil format for the RenderTexture.
mipCount Amount of mips to allocate for the RenderTexture.
readWrite How color space conversions are applied on texture read/write.
desc 使用 RenderTextureDescriptor 中的设置创建 RenderTexture。
textureToCopy 从另一个 RenderTexture 复制设置。

描述

创建一个新的 RenderTexture 对象。

The render texture is created with width by height size, with a depth buffer of depth bits (depth can be 0, 16, 24 or 32), 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.

Also note that your graphics device capabilities determine the maximum size of a RenderTexture. To determine the maximum size, use SystemInfo.maxTextureSize for 2D and cubemap RenderTextures, SystemInfo.maxTexture3DSize for 3D RenderTextures, and SystemInfo.maxTextureSize and SystemInfo.maxTextureArraySlices for 2D array RenderTextures.

When the requested size exceeds the maximum size, Unity's behavior varies. If the RenderTexture is not a 3D texture, and the requested size is a power of two, Unity automatically scales down the requested size by a factor of 2 until it is below the maximum, and then creates the RenderTexture at that size. Otherwise, Unity fails to create the RenderTexture, and throws an error.

See Also: format, GetTemporary.

using UnityEngine;

public class Example : MonoBehaviour { public RenderTexture rt;

void Start() { rt = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32); } }