Version: 2021.2
言語: 日本語
public RenderTexture (RenderTexture textureToCopy);
public RenderTexture (RenderTextureDescriptor desc);
public RenderTexture (int width, int height, int depth, RenderTextureFormat format= RenderTextureFormat.Default, RenderTextureReadWrite readWrite= RenderTextureReadWrite.Default);

パラメーター

width ピクセル単位でのテクスチャ幅
height ピクセル単位でのテクスチャ高さ
depth Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support.
format テクスチャの色の形式
colorFormat The color format for the RenderTexture.
depthStencilFormat The depth stencil format for the RenderTexture.
mipCount Amount of mips to allocate for the RenderTexture.
readWrite 色空間変換がテクスチャで読み取りや書き込みを行う場合と方法
desc Create the RenderTexture with the settings in the RenderTextureDescriptor.
textureToCopy Copy the settings from another RenderTexture.

説明

新規の RenderTexture オブジェクトを作成します

The render texture is created with width by height size, with a depth buffer of depth bits (depth can be 0, 16, 24 or 32), and in format format and with sRGB read / write on or off.

Note that constructing a RenderTexture object does not create the hardware representation immediately. The actual render texture is created upon first use or when Create is called manually. So after constructing the render texture, it is possible to set additional variables, like format, dimension and so on.

See Also: format variable, GetTemporary.

using UnityEngine;

public class Example : MonoBehaviour { public RenderTexture rt;

void Start() { rt = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32); } }