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. |
updatePeriod | Period in seconds at which real-time textures are updated (0.0 will update every frame). |
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. |
EnsureDoubleBufferConsistency | Updates the internal RenderTexture that a CustomRenderTexture uses for double buffering, so that it matches the size and format of the CustomRenderRexture. |
GetDoubleBufferRenderTexture | Gets the RenderTexture that this CustomRenderTexture uses for double buffering. |
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. |
allowThreadedTextureCreation | Allow Unity internals to perform texture creation on any thread (rather than the dedicated render thread). |
currentTextureMemory | The amount of memory currently being used by textures. |
desiredTextureMemory | This amount of texture memory would be used before the texture streaming budget is applied. |
GenerateAllMips | Can be used with texture constructors that take a mip count to indicate that all mips should be generated. The value of this field is -1. |
nonStreamingTextureCount | Number of non-streaming textures. |
nonStreamingTextureMemory | Total amount of memory being used by non-streaming textures. |
streamingMipmapUploadCount | How many times has a texture been uploaded due to texture mipmap streaming. |
streamingRendererCount | Number of renderers registered with the texture streaming system. |
streamingTextureCount | Number of streaming textures. |
streamingTextureDiscardUnusedMips | Force the streaming texture system to discard all unused mipmaps immediately, rather than caching them until the texture memory budget is exceeded. |
streamingTextureForceLoadAll | Force streaming textures to load all mipmap levels. |
streamingTextureLoadingCount | Number of streaming textures with mipmaps currently loading. |
streamingTexturePendingLoadCount | Number of streaming textures with outstanding mipmaps to be loaded. |
targetTextureMemory | The amount of memory used by textures after the mipmap streaming and budget are applied and loading is complete. |
totalTextureMemory | The total amount of memory that would be used by all textures at mipmap level 0. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
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. |
graphicsFormat | 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 | Does this render texture use sRGB read/write conversions? (Read Only). |
stencilFormat | The format of the stencil data that you can encapsulate within a RenderTexture.Specifying this property creates a stencil element for the RenderTexture and sets its format. This allows for stencil data to be bound as a Texture to all shader types for the platforms that support it. This property does not specify the format of the stencil buffer, which is constrained by the depth buffer format specified in RenderTexture.depth.Currently, most platforms only support R8_UInt (DirectX11, DirectX12), while PS4 also supports R8_UNorm. |
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. |
graphicsFormat | Returns the GraphicsFormat format or color format of a texture object. |
height | Altura de la textura en pixels. (Read Only) |
imageContentsHash | The hash value of the Texture. |
isReadable | Returns true if the Read/Write Enabled checkbox was checked when the texture was imported; otherwise returns false. For a dynamic Texture created from script, always returns true. For additional information, see TextureImporter.isReadable. |
mipMapBias | Mip map bias de la textura. |
mipmapCount | Cuántos niveles de mipmap hay en esta textura (Lectura solamente)? |
updateCount | This counter is incremented when the texture is updated. |
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 object. |
ConvertToEquirect | Converts the render texture to equirectangular format (both stereoscopic or monoscopic equirect). The left eye will occupy the top half and the right eye will occupy the bottom. The monoscopic version will occupy the whole texture. Texture dimension must be of type TextureDimension.Cube. |
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. |
IncrementUpdateCount | Increment the update counter. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Gets a list of all loaded objects of Type 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. |
SetStreamingTextureMaterialDebugProperties | Uploads additional debug information to materials using textures set to stream mip maps. |
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. |