nameID | 此纹理的着色器属性名称。 |
width | 像素宽度,或为 -1,表示“摄像机像素宽度”。 |
height | 像素高度,或为 -1,表示“摄像机像素高度”。 |
depthBuffer | 深度缓冲区位(0、16 或 24)。 |
filter | 纹理过滤模式(默认为 Point)。 |
format | 渲染纹理的格式(默认为 ARGB32)。 |
readWrite | 颜色空间转换模式。 |
antiAliasing | 抗锯齿(默认为无抗锯齿)。 |
enableRandomWrite | 是否启用对纹理的随机写入访问(默认为 false)。 |
desc | 创建临时 RenderTexture 时,可将此 RenderTextureDescriptor 用于设置。 |
memorylessMode | 渲染纹理无内存模式。 |
添加“获取临时渲染纹理”命令。
可使用给定参数创建临时渲染纹理,并使用 nameID 将其设置为全局着色器属性。使用 Shader.PropertyToID 创建整数名称。
使用 ReleaseTemporaryRT 并传递相同的 nameID 可释放临时渲染纹理。未显式释放的所有临时纹理都将在摄像机完成渲染后或在 Graphics.ExecuteCommandBuffer 完成后被删除。
在获取临时渲染纹理后,可将其设置为活动 (SetRenderTarget),或对其执行 blit 操作 (Blit)。在命令缓冲区执行期间,不必显式保留活动的渲染目标(当前的渲染目标将被保存并在之后恢复)。
另请参阅:ReleaseTemporaryRT、SetRenderTarget、Blit。
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