Render textures are textures that can be rendered to.
They can be used to implement image based rendering effects, dynamic shadows,
projectors, reflections or surveillance cameras.
One typical usage of render textures is setting them as the "target texture" property
of a Camera (Camera.targetTexture), this will make a camera render into a texture
instead of rendering to the screen.
Keep in mind that render texture contents can become "lost" on certain events, like loading a new level, system going to a screensaver mode, in and out of fullscreen and so on.
When that happens, your existing render textures will become "not yet created" again,
you can check for that with IsCreated function.
As with other "native engine object" types, it is important to pay attention to the lifetime of
any render textures and release them when you are finished using them with the Release function,
as they will not be garbage collected like normal managed types.
See Also: Camera.targetTexture.
active | Currently active render texture. |
antiAliasing | The antialiasing level for the RenderTexture. |
autoGenerateMips | Mipmap levels are generated automatically when this flag is set. |
bindTextureMS | If true and antiAliasing is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader. |
colorBuffer | Color buffer of the render texture (Read Only). |
depth | The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported). |
depthBuffer | Depth/stencil buffer of the render texture (Read Only). |
descriptor | 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. |
dimension | Dimensionality (type) of the render texture. |
enableRandomWrite | Enable random access write into this render texture on Shader Model 5.0 level shaders. |
format | The color format of the render texture. |
height | The height of the render texture in pixels. |
memorylessMode | The render texture memoryless mode property. |
sRGB | Does this render texture use sRGB read/write conversions? (Read Only). |
useDynamicScale | Is the render texture marked to be scaled by the Dynamic Resolution system. |
useMipMap | Render texture has mipmaps when this flag is set. |
volumeDepth | Volume extent of a 3D render texture or number of slices of array texture. |
vrUsage | If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. |
width | The width of the render texture in pixels. |
RenderTexture | Creates a new RenderTexture object. |
ConvertToEquirect | Converts the render texture to equirectangular format (both stereoscopic or monoscopic equirect). The left eye will occupy the top half and the right eye will occupy the bottom. The monoscopic version will occupy the whole texture. Texture dimension must be of type TextureDimension.Cube. |
Create | Actually creates the RenderTexture. |
DiscardContents | Hint the GPU driver that the contents of the RenderTexture will not be used. |
GenerateMips | Generate mipmap levels of a render texture. |
GetNativeDepthBufferPtr | Retrieve a native (underlying graphics API) pointer to the depth buffer resource. |
IsCreated | Is the render texture actually created? |
MarkRestoreExpected | Indicate that there's a RenderTexture restore operation expected. |
Release | Releases the RenderTexture. |
ResolveAntiAliasedSurface | Force an antialiased render texture to be resolved. |
SetGlobalShaderProperty | Assigns this RenderTexture as a global shader property named propertyName. |
GetTemporary | Allocate a temporary render texture. |
ReleaseTemporary | Release a temporary texture allocated with GetTemporary. |
SupportsStencil | Does a RenderTexture have stencil buffer? |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
anisoLevel | Anisotropic filtering level of the texture. |
dimension | Dimensionality (type) of the texture (Read Only). |
filterMode | Режим фильтрации текстур |
height | Height of the texture in pixels. (Read Only) |
imageContentsHash | The hash value of the Texture. |
mipMapBias | Mip map bias of the texture. |
updateCount | This counter is incremented when the texture is updated. |
width | Width of the texture in pixels. (Read Only) |
wrapMode | Texture coordinate wrapping mode. |
wrapModeU | Texture U coordinate wrapping mode. |
wrapModeV | Texture V coordinate wrapping mode. |
wrapModeW | Texture W coordinate wrapping mode for Texture3D. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the GameObject. |
GetNativeTexturePtr | Retrieve a native (underlying graphics API) pointer to the texture resource. |
IncrementUpdateCount | Increment the update counter. |
Destroy | Удаляет GameObject, Component или Asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
SetGlobalAnisotropicFilteringLimits | Sets Anisotropic limits. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |