Custom Render Textures are an extension to Render Textures, enabling you to render directly to the Texture using a Shader.
Custom Render Textures are an extension to Render Textures allowing you easily to update the texture with a Shader and then use it in a regular Material. This is useful for implementing all kinds of complex simulations, for instance: water caustics, ripple simulations for rain effects, or splatting liquids against a wall. Also provided is a scripting and Shader framework to help with more complicated configurations like partial or multi-pass updates, and varying update frequency.
cubemapFaceMask | Bitfield that allows to enable or disable update on each of the cubemap faces. Order from least significant bit is +X, -X, +Y, -Y, +Z, -Z. |
doubleBuffered | If true, the Custom Render Texture is double buffered so that you can access it during its own update. otherwise the Custom Render Texture will be not be double buffered. |
initializationColor | Color with which the Custom Render Texture is initialized. This parameter will be ignored if an initializationMaterial is set. |
initializationMaterial | Material with which the Custom Render Texture is initialized. Initialization texture and color are ignored if this parameter is set. |
initializationMode | Specify how the texture should be initialized. |
initializationSource | Specify if the texture should be initialized with a Texture and a Color or a Material. |
initializationTexture | Texture with which the Custom Render Texture is initialized (multiplied by the initialization color). This parameter will be ignored if an initializationMaterial is set. |
material | Material with which the content of the Custom Render Texture is updated. |
shaderPass | Shader Pass used to update the Custom Render Texture. |
updateMode | Specify how the texture should be updated. |
updateZoneSpace | Space in which the update zones are expressed (Normalized or Pixel space). |
wrapUpdateZones | If true, Update zones will wrap around the border of the Custom Render Texture. Otherwise, Update zones will be clamped at the border of the Custom Render Texture. |
CustomRenderTexture | Create a new Custom Render Texture. |
ClearUpdateZones | Clear all Update Zones. |
GetUpdateZones | Returns the list of Update Zones. |
Initialize | Triggers an initialization of the Custom Render Texture. |
SetUpdateZones | Setup the list of Update Zones for the Custom Render Texture. |
Update | Triggers the update of the Custom Render Texture. |
active | Render texture actualmente activa. |
hideFlags | ¿Debería el objeto estar oculto, guardado con la escena o modificable por el usuario? |
name | El nombre del objeto. |
antiAliasing | El nivel antialiasing para la RenderTexture. |
autoGenerateMips | Mipmap levels are generated automatically when this flag is set. |
colorBuffer | Buffer de color de la render texture (Lectura solamente). |
depth | The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported). |
depthBuffer | Depth/stencil buffer de la render texture (lectura solamente). |
descriptor | This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties. |
dimension | Dimensionalidad (tipo) de la render texture. |
enableRandomWrite | Habilita la escritura de acceso aleatoria a esta render texture en Shader Model 5.0 level shaders. |
format | El formato de color de la render texture. |
height | La altura de la render texture en pixeles. |
memorylessMode | The render texture memoryless mode property. |
sRGB | Esta render texture utiliza una conversión sRGB lectura/escritura (Lectura solamente). |
useMipMap | Render texture has mipmaps when this flag is set. |
volumeDepth | Volume extent of a 3D render texture or number of slices of array texture. |
vrUsage | If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. |
width | El ancho de la render texture en pixeles. |
anisoLevel | Nivel de filtrado anisotrópico de la textura. |
dimension | Dimensionalidad (tipo) de la textura (lectura solamente). |
filterMode | Modo de filtrado de la textura. |
height | Altura de la textura en pixels. (Read Only) |
mipMapBias | Mip map bias de la textura. |
width | Anchura de la textura en píxeles. (Read Only) |
wrapMode | Texture coordinate wrapping mode. |
wrapModeU | Texture U coordinate wrapping mode. |
wrapModeV | Texture V coordinate wrapping mode. |
wrapModeW | Texture W coordinate wrapping mode for Texture3D. |
GetInstanceID | Devuelve el id de la instancia del objeto. |
ToString | Devuelve el nombre del objeto. |
Create | En realidad crea la RenderTexture. |
DiscardContents | Hint the GPU driver that the contents of the RenderTexture will not be used. |
GenerateMips | Generate mipmap levels of a render texture. |
GetNativeDepthBufferPtr | Recupera un apuntador (API gráfica subyacente) nativo al recurso del depth buffer. |
IsCreated | Es la render texture en realidad creada? |
MarkRestoreExpected | Indica que hay una operación de restauración RenderTexture esperada. |
Release | Suelta la RenderTexture. |
SetGlobalShaderProperty | Asigna esta RenderTexture como una propiedad global shader llamada propertyName. |
GetNativeTexturePtr | Recupere un puntero nativo (API de gráficos subyacente) al recurso de textura. |
Destroy | Elimina un gameobject, componente o asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Hace que el objeto target no sea destruido automáticamente cuando se cargue una nueva escena. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Clona el objeto original y devuelve el clon. |
GetTemporary | Asigna una render texture temporal. |
ReleaseTemporary | Soltar una textura temporal asignada con GetTemporary. |
SupportsStencil | Esta RenderTexture tiene un stencil buffer? |
SetGlobalAnisotropicFilteringLimits | Establece límites anisotrópicos. |
bool | ¿Existe el objeto? |
operator != | Compare si dos objetos se refieren a un objeto diferente. |
operator == | Compara dos referencias de objeto para ver si se refieren al mismo objeto. |