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 | デプスバッファーのビット数 ( 0、 16 や 24 ) 。ステンシルバッファーのみ 24 ビットであることに注意してください。 |
format | テクスチャの色の形式 |
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 |
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 or 24), 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; using System.Collections;
public class ExampleClass : MonoBehaviour { public RenderTexture rt; void Start() { rt = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32); } }