Sets current render target.
This function sets which RenderTexture or a RenderBuffer combination will be
rendered into next. Use it when implementing custom rendering algorithms, where
you need to render something into a render texture manually.
Variants with mipLevel and face arguments enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture.
The function call with colorBuffers array enables techniques that use
Multiple Render Targets (MRT), where fragment shader can output more
than one final color.
Calling SetRenderTarget with just a RenderTexture argument is the same as setting RenderTexture.active property.
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.
See Also: RenderTexture, Graphics.activeColorBuffer, Graphics.activeDepthBuffer, SystemInfo.supportedRenderTargetCount.