Version: 2019.1
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);

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
depthSliceSlice of a 3D or array render target to set.
loadActionLoad action that is used for color and depth/stencil buffers.
storeActionStore action that is used for color and depth/stencil buffers.
colorLoadActionLoad action that is used for the color buffer.
colorStoreActionStore action that is used for the color buffer.
depthLoadActionLoad action that is used for the depth/stencil buffer.
depthStoreActionStore 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.

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.