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.
autoGenerateMips | Mipmap levels are generated automatically when this flag is set. |
colorFormat | The color format for the RenderTexture. |
depthBufferBits | The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported).See RenderTexture.depth. |
dimension | Dimensionality (type) of the render texture.See RenderTexture.dimension. |
enableRandomWrite | Enable random access write into this render texture on Shader Model 5.0 level shaders.See RenderTexture.enableRandomWrite. |
flags | A set of RenderTextureCreationFlags that control how the texture is created. |
height | The height of the render texture in pixels. |
memoryless | The render texture memoryless mode property. |
msaaSamples | The multisample antialiasing level for the RenderTexture.See RenderTexture.antiAliasing. |
shadowSamplingMode | Determines how the RenderTexture is sampled if it is used as a shadow map.See ShadowSamplingMode for more details. |
sRGB | This flag causes the render texture uses sRGB read/write conversions. |
useMipMap | Render texture has mipmaps when this flag is set.See RenderTexture.useMipMap. |
volumeDepth | Volume extent of a 3D render texture. |
vrUsage | If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. Instead of setting this manually, use the value returned by eyeTextureDesc or other VR functions returning a RenderTextureDescriptor. |
width | The width of the render texture in pixels. |
RenderTextureDescriptor | Create a RenderTextureDescriptor with default values, or a certain width, height, and format. |