Version: 2019.3


struct in UnityEngine



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.


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.
depthBufferBitsThe precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported).See Also: RenderTexture.depth.
dimensionレンダーテクスチャの次元 (形式)See Also: RenderTexture.dimension.
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。See Also: RenderTexture.enableRandomWrite.
flagsA set of RenderTextureCreationFlags that control how the texture is created.
memorylessThe render texture memoryless mode property.
msaaSamplesThe multisample antialiasing level for the RenderTexture.See Also: RenderTexture.antiAliasing.
shadowSamplingModeDetermines how the RenderTexture is sampled if it is used as a shadow map.See Also: 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 Also: RenderTexture.useMipMap.
volumeDepth3D Render Texture のボリュームの最大値
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.


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