Version: 2017.3


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public RenderTexture (int width, int height, int depth);
public RenderTexture (int width, int height, int depth, RenderTextureFormat format);
public RenderTexture (int width, int height, int depth, RenderTextureFormat format, RenderTextureReadWrite readWrite);
public RenderTexture (RenderTexture textureToCopy);
public RenderTexture (RenderTextureDescriptor desc);


width Texture width in pixels.
height Texture height in pixels.
depth Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.
format Texture color format.
readWrite How or if color space conversions should be done on texture read/write.
desc Create the RenderTexture with the settings in the RenderTextureDescriptor.
textureToCopy Copy the settings from another RenderTexture.


Creates a new RenderTexture object.

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); } }