rt | カラーバッファとデプスバッファの両方を設定するレンダーターゲット |
color | カラーバッファとして設定するレンダーターゲット |
colors | カラーバッファとして設定する複数のレンダーターゲット (MRT) |
depth | デプスバッファとして設定するレンダーターゲット |
mipLevel | レンダリングするレンダーターゲットのミップレベル |
cubemapFace | レンダリングするキューブマップレンダーターゲットのキューブマップ面 |
depthSlice | Slice of a 3D or array render target to set. |
loadAction | Load action that is used for color and depth/stencil buffers. |
storeAction | Store action that is used for color and depth/stencil buffers. |
colorLoadAction | Load action that is used for the color buffer. |
colorStoreAction | Store action that is used for the color buffer. |
depthLoadAction | Load action that is used for the depth/stencil buffer. |
depthStoreAction | Store action that is used for the depth/stencil buffer. |
"set active render target" コマンドを追加します。
使用するレンダーテクスチャはいくつかの方法で示すことができます。 RenderTexture オブジェクト、GetTemporaryRT で作成された一時的なレンダーテクスチャや一時的な組み込みテクスチャ (BuiltinRenderTextureType) の1つなどです。 Implicit 変換演算子を持つ RenderTargetIdentifier 構造体で示されるすべての入力を保存します。
コマンドバッファーの実行中にアクティブなレンダーターゲットを明示的に保持する必要はありません(現在のレンダーターゲットが保存とリストアをあとでします)。
Variations of this method are available which take extra arguments such as mipLevel (int) and cubemapFace to enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture.
Overloads setting a single RenderTarget and without explicit mipLevel, cubemapFace and depthSlice respect the mipLevel, cubemapFace and depthSlice values that were specified when creating the RenderTargetIdentifier.
Overloads setting multiple render targets will set mipLevel, cubemapFace, and depthSlice to 0, Unknown, and 0 unless otherwise specified. If specified, it will use the specified mipLevel, cubemapFace, and depthSlice for all targets.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion
state set. Depending on what was rendered previously, the current state might not be the one you expect.
You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other
manual rendering.
Rendering.RenderTargetIdentifier.Clear is currently not supported. A subsequent call to ClearRenderTarget has the same effect and is optimized on graphics APIs that support clear
load actions.
See Also: GetTemporaryRT, ClearRenderTarget, Blit, RenderTargetIdentifier.
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