Version: 2017.3

RenderTextureDescriptor

struct in UnityEngine

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Descripción

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.

Variables

autoGenerateMipsMipmap levels are generated automatically when this flag is set.
bindMSIf true and msaaSamples 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.
colorFormatThe color format for the RenderTexture.
depthBufferBitsThe precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported).See RenderTexture.depth.
dimensionDimensionalidad (tipo) de la render texture.See RenderTexture.dimension.
enableRandomWriteHabilita la escritura de acceso aleatoria a esta render texture en Shader Model 5.0 level shaders.See RenderTexture.enableRandomWrite.
flagsA set of RenderTextureCreationFlags that control how the texture is created.
heightLa altura de la render texture en pixeles.
memorylessThe render texture memoryless mode property.
msaaSamplesThe multisample antialiasing level for the RenderTexture.See RenderTexture.antiAliasing.
shadowSamplingModeDetermines how the RenderTexture is sampled if it is used as a shadow map.See ShadowSamplingMode for more details.
sRGBThis flag causes the render texture uses sRGB read/write conversions.
useMipMapRender texture has mipmaps when this flag is set.See RenderTexture.useMipMap.
volumeDepthExtensión de volumen de una render texture 3D.
vrUsageIf this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. Instead of setting this manually, use the value returned by eyeTextureDesc or other VR functions returning a RenderTextureDescriptor.
widthEl ancho de la render texture en pixeles.

Constructores

RenderTextureDescriptorCreate a RenderTextureDescriptor with default values, or a certain width, height, and format.