type | ビルトインテンポラリーレンダリングテクスチャの種類 |
name | テンポラリーレンダリングテクスチャ名 |
nameID | テンポラリーレンダリングテクスチャ名 (整数として。 Shader.PropertyToID を参照してください。) |
tex | RenderTexture or Texture object to use. |
mipLevel | MipLevel of the RenderTexture to use. |
cubemapFace | Cubemap face of the Cubemap RenderTexture to use. |
depthSlice | Depth slice of the Array RenderTexture to use. The symbolic constant RenderTargetIdentifier.AllDepthSlices indicates that all slices should be bound for rendering. The default value is 0. |
renderTargetIdentifier | An existing render target identifier. |
レンダーターゲットの Identifier を作成します。
Textures can be identified in a number of ways, for example a RenderTexture object, or a Texture object, or one of built-in render textures (BuiltinRenderTextureType), or a temporary render texture with a name (that was created using CommandBuffer.GetTemporaryRT).
RenderTargetIdentifier can be implicitly created from a RenderTexture reference, or a Texture reference, or a BuiltinRenderTextureType, or a name.
A RenderTargetIdentifier created from Texture reference is only valid when passed to CommandBuffer.SetGlobalTexture
See Also: CommandBuffer.SetRenderTarget, CommandBuffer.SetGlobalTexture.
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