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. |
| bindTextureMS | If true and antiAliasing is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader. |
| 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). |
| useDynamicScale | Is the render texture marked to be scaled by the Dynamic Resolution system. |
| 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) |
| imageContentsHash | The hash value of the Texture. |
| 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 | Returns the name of the GameObject. |
| 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. |
| ResolveAntiAliasedSurface | Force an antialiased render texture to be resolved. |
| 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. |