Version: 5.3

RenderTextureConstructor

매뉴얼로 전환
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);

파라미터

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.

설명

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, isCubemap 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); } }