Render textures are textures that can be rendered to.
They can be used to implement image based rendering effects, dynamic shadows,
projectors, reflections or surveillance cameras.
One typical usage of render textures is setting them as the "target texture" property of a Camera (Camera.targetTexture), this will make a camera render into a texture instead of rendering to the screen.
Keep in mind that render texture contents can become "lost" on certain events, like loading a new level, system going to a screensaver mode, in and out of fullscreen and so on. When that happens, your existing render textures will become "not yet created" again, you can check for that with IsCreated function.
As with other "native engine object" types, it is important to pay attention to the lifetime of any render textures and release them when you are finished using them with the Release function, as they will not be garbage collected like normal managed types.
See Also: Camera.targetTexture.
|Currently active render texture.
|The antialiasing level for the RenderTexture.
|Mipmap levels are generated automatically when this flag is set.
|Color buffer of the render texture (Read Only).
|The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported).
|Depth/stencil buffer of the render texture (Read Only).
|This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties.
|Dimensionality (type) of the render texture.
|Enable random access write into this render texture on Shader Model 5.0 level shaders.
|The color format of the render texture.
|The height of the render texture in pixels.
|The render texture memoryless mode property.
|Does this render texture use sRGB read/write conversions (Read Only).
|Render texture has mipmaps when this flag is set.
|Volume extent of a 3D render texture or number of slices of array texture.
|If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any.
|The width of the render texture in pixels.
|Creates a new RenderTexture object.
|Actually creates the RenderTexture.
|Hint the GPU driver that the contents of the RenderTexture will not be used.
|Generate mipmap levels of a render texture.
|Retrieve a native (underlying graphics API) pointer to the depth buffer resource.
|Is the render texture actually created?
|Indicate that there's a RenderTexture restore operation expected.
|Releases the RenderTexture.
|Assigns this RenderTexture as a global shader property named propertyName.
|Allocate a temporary render texture.
|Release a temporary texture allocated with GetTemporary.
|Does a RenderTexture have stencil buffer?
|Should the object be hidden, saved with the scene or modifiable by the user?
|The name of the object.
|Anisotropic filtering level of the texture.
|Dimensionality (type) of the texture (Read Only).
|Filtering mode of the texture.
|Height of the texture in pixels. (Read Only)
|Mip map bias of the texture.
|Width of the texture in pixels. (Read Only)
|Texture coordinate wrapping mode.
|Texture U coordinate wrapping mode.
|Texture V coordinate wrapping mode.
|Texture W coordinate wrapping mode for Texture3D.
|Returns the instance id of the object.
|Returns the name of the game object.
|Retrieve a native (underlying graphics API) pointer to the texture resource.
|Removes a gameobject, component or asset.
|Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
|Makes the object target not be destroyed automatically when loading a new scene.
|Returns the first active loaded object of Type type.
|Returns a list of all active loaded objects of Type type.
|Clones the object original and returns the clone.
|Sets Anisotropic limits.