Version: 2023.2
言語: 日本語
public void SetRenderTarget (Rendering.RenderTargetIdentifier rt);
public void SetRenderTarget (Rendering.RenderTargetIdentifier rt, Rendering.RenderBufferLoadAction colorLoadAction, Rendering.RenderBufferStoreAction colorStoreAction, Rendering.RenderBufferLoadAction depthLoadAction, Rendering.RenderBufferStoreAction depthStoreAction);
public void SetRenderTarget (Rendering.RenderTargetIdentifier rt, int mipLevel);
public void SetRenderTarget (Rendering.RenderTargetIdentifier rt, int mipLevel, CubemapFace cubemapFace);
public void SetRenderTarget (Rendering.RenderTargetIdentifier rt, int mipLevel, CubemapFace cubemapFace, int depthSlice);
public void SetRenderTarget (Rendering.RenderTargetIdentifier color, Rendering.RenderTargetIdentifier depth);
public void SetRenderTarget (Rendering.RenderTargetIdentifier color, Rendering.RenderTargetIdentifier depth, int mipLevel);
public void SetRenderTarget (Rendering.RenderTargetIdentifier color, Rendering.RenderTargetIdentifier depth, int mipLevel, CubemapFace cubemapFace);
public void SetRenderTarget (Rendering.RenderTargetIdentifier color, Rendering.RenderTargetIdentifier depth, int mipLevel, CubemapFace cubemapFace, int depthSlice);
public void SetRenderTarget (RenderTargetIdentifier[] colors, Rendering.RenderTargetIdentifier depth);
public void SetRenderTarget (Rendering.RenderTargetBinding binding);
public void SetRenderTarget (Rendering.RenderTargetBinding binding, int mipLevel, CubemapFace cubemapFace, int depthSlice);
public void SetRenderTarget (RenderTargetIdentifier[] colors, Rendering.RenderTargetIdentifier depth, int mipLevel, CubemapFace cubemapFace, int depthSlice);

パラメーター

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.

説明

"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.

Additional resources: GetTemporaryRT, ClearRenderTarget, Blit, RenderTargetIdentifier.