Version: 5.3 (switch to 5.4b)
IdiomaEnglish
  • C#
  • JS

Idioma de script

Selecciona tu lenguaje de programación favorito. Todos los fragmentos de código serán mostrados en este lenguaje.

RenderTextureReadWrite

enumeration

Sugiere un cambio

¡Éxito!

Gracias por ayudarnos a mejorar la calidad de la documentación de Unity. A pesar de que no podemos aceptar todas las sugerencias, leemos cada cambio propuesto por nuestros usuarios y actualizaremos los que sean aplicables.

Cerrar

No se puedo enviar

Por alguna razón su cambio sugerido no pudo ser enviado. Por favor <a>intente nuevamente</a> en unos minutos. Gracias por tomarse un tiempo para ayudarnos a mejorar la calidad de la documentación de Unity.

Cerrar

Cancelar

Cambiar al Manual

Descripción

Color space conversion mode of a RenderTexture.

When using Gamma color space, no conversions are done of any kind, and this setting is not used.

When Linear color space is used, then by default non-HDR render textures are considered to contain sRGB data (i.e. "regular colors"), and fragment shaders are considered to output linear color values. So by default the fragment shader color value is converted into sRGB when rendering into a texture; and when sampling the texture in the shader the sRGB colors are converted into linear values. This is the sRGB read-write mode; and the Default mode matches that when linear color space is used. When this mode is set on a render texture, RenderTexture.sRGB will return true.

However, if your render texture will contain non-color data (normals, velocities, other custom values) then you don't want Linear<->sRGB conversions to happen. This is the Linear read-write mode. When this mode is set on a render texture, RenderTexture.sRGB will return false.

Note that some render texture formats are always considered to contain "linear" data and no sRGB conversions are ever performed on them, no matter what is the read-write setting. This is true for all "HDR" (floating point) formats, and other formats like Depth or Shadowmap.

See Also: Linear Color Space, RenderTexture.sRGB, PlayerSettings.colorSpace, GL.sRGBWrite.

Variables

DefaultDefault color space conversion based on project settings.
LinearRender texture contains linear (non-color) data; don't perform color conversions on it.
sRGBRender texture contains sRGB (color) data, perform Linear<->sRGB conversions on it.