Version: 2018.2

RenderTexture

class in UnityEngine

/

継承:Texture

マニュアルに切り替える

説明

レンダーテクスチャはレンダリングを行なうことができるテクスチャです。

They can be used to implement image based rendering effects, dynamic shadows, projectors, reflections or surveillance cameras.

One typical usage of render textures is setting them as the "target texture" property of a Camera (Camera.targetTexture), this will make a camera render into a texture instead of rendering to the screen.

Keep in mind that render texture contents can become "lost" on certain events, like loading a new level, system going to a screensaver mode, in and out of fullscreen and so on. When that happens, your existing render textures will become "not yet created" again, you can check for that with IsCreated function.

As with other "native engine object" types, it is important to pay attention to the lifetime of any render textures and release them when you are finished using them with the Release function, as they will not be garbage collected like normal managed types.

See Also: Camera.targetTexture.

Static 変数

active現在アクティブなレンダーテクスチャ

変数

antiAliasingレンダーテクスチャのアンチエイリアスレベル
autoGenerateMipsMipmap levels are generated automatically when this flag is set.
bindTextureMSIf 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.
colorBufferRenderTexture のカラーバッファ(読み取り専用)
depthThe precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported).
depthBufferRenderTexture の深度/ステンシルバッファ(読み取り専用)
descriptorThis 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レンダーテクスチャの次元 (形式)
enableRandomWriteShader Model 5.0 レベルのシェーダーでこのレンダーテクスチャにランダムアクセス書き込みを有効にします。
formatレンダーテクスチャのカラー形式
heightピクセル単位のテクスチャの高さ
memorylessModeThe render texture memoryless mode property.
sRGBDoes this render texture use sRGB read/write conversions? (Read Only).
useDynamicScaleIs the render texture marked to be scaled by the Dynamic Resolution system.
useMipMapRender texture has mipmaps when this flag is set.
volumeDepthVolume extent of a 3D render texture or number of slices of array texture.
vrUsageIf this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any.
widthピクセル単位のテクスチャの幅

コンストラクタ

RenderTexture新規の RenderTexture オブジェクトを作成します

Public 関数

ConvertToEquirectConverts 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実際に RenderTexture オブジェクトを作成します
DiscardContentsHint the GPU driver that the contents of the RenderTexture will not be used.
GenerateMipsGenerate mipmap levels of a render texture.
GetNativeDepthBufferPtr深度バッファリソースを指すネイティブ (グラフィックス API に内在する) のポインターを取得します。
IsCreated実際に RenderTexture オブジェクトを生成しているか確認します
MarkRestoreExpectedRenderTexture のリストア処理が期待されることを示します
ReleaseRenderTexture オブジェクトを解放します
ResolveAntiAliasedSurfaceForce an antialiased render texture to be resolved.
SetGlobalShaderPropertyプロパティーネームで RenderTexture オブジェクトにシェーダーを割りあてます

Static 関数

GetTemporary一時的なレンダリングテクスチャを割り当てます
ReleaseTemporary GetTemporary 関数で割り当てられた一時的なテクスチャを解放します
SupportsStencilRenderTexture にステンシルバッファがあるかどうか

継承メンバー

Static 変数

currentTextureMemoryThe amount of memory currently being used by textures.
desiredTextureMemoryThis amount of texture memory would be used before the texture streaming budget is applied.
nonStreamingTextureCountNumber of non-streaming textures.
nonStreamingTextureMemoryTotal amount of memory being used by non-streaming textures.
streamingMipmapUploadCountHow many times has a texture been uploaded due to texture mipmap streaming.
streamingRendererCountNumber of renderers registered with the texture streaming system.
streamingTextureCountNumber of streaming textures.
streamingTextureDiscardUnusedMipsForce the streaming texture system to discard all unused mipmaps immediately, rather than caching them until the texture memory budget is exceeded.
streamingTextureForceLoadAllForce streaming textures to load all mipmap levels.
streamingTextureLoadingCountNumber of streaming textures with mipmaps currently loading.
streamingTexturePendingLoadCountNumber of streaming textures with outstanding mipmaps to be loaded.
targetTextureMemoryThe amount of memory used by textures after the mipmap streaming and budget are applied and loading is complete.
totalTextureMemoryThe total amount of memory that would be used by all textures at mipmap level 0.

変数

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameオブジェクト名
anisoLevelテクスチャの異方性フィルタリングのレベル
dimensionテクスチャの次元 (タイプ)。読み取り専用。
filterModeテクスチャのフィルタリングモード
heightピクセル単位でのテクスチャの高さ(読み取り専用)
imageContentsHashThe hash value of the Texture.
mipMapBiasミップマップのバイアス
updateCountThis counter is incremented when the texture is updated.
widthピクセル単位でのテクスチャの幅(読み取り専用)
wrapModeTexture coordinate wrapping mode.
wrapModeUTexture U coordinate wrapping mode.
wrapModeVTexture V coordinate wrapping mode.
wrapModeWTexture W coordinate wrapping mode for Texture3D.

Public 関数

GetInstanceIDオブジェクトのインスタンス ID を返します
ToStringReturns the name of the GameObject.
GetNativeTexturePtrテクスチャリソースへのネイティブ (グラフィックス API に内在する) ポインターを取得します。
IncrementUpdateCountIncrement the update counter.

Static 関数

Destroyゲームオブジェクトやコンポーネント、アセットを削除します
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeタイプ type から最初に見つけたアクティブのオブジェクトを返します
FindObjectsOfTypeタイプから見つけたすべてのアクティブのオブジェクト配列を返します
Instantiateoriginal のオブジェクトをクローンします
SetGlobalAnisotropicFilteringLimits異方性のリミットを設定します
SetStreamingTextureMaterialDebugPropertiesUploads additional debug information to materials using textures set to stream mip maps.

Operator

boolオブジェクトが存在するかどうか
operator !=二つのオブジェクトが異なるオブジェクトを参照しているか比較します
operator ==2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。