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


widthTexture width in pixels.
heightTexture height in pixels.
depthNumber of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.
formatTexture color format.
readWriteHow or if color space conversions should be done on texture read/write.
descCreate the RenderTexture with the settings in the RenderTextureDescriptor.
textureToCopyCopy 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;

public class Example : MonoBehaviour { public RenderTexture rt;

void Start() { rt = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32); } }