struct in UnityEngine.RenderingSwitch to Manual
Render textures can be identified in a number of ways, for example a RenderTexture object, or one of built-in render textures (BuiltinRenderTextureType), or a temporary render texture with a name (that was created using CommandBuffer.GetTemporaryRT).
This struct serves as a way to identify them, and has implcit conversion operators so that in most cases you can save some typing.
See Also: CommandBuffer.
|AllDepthSlices||All depth-slices of the render resource are bound for rendering. For textures which are neither array nor 3D, the default slice is bound.|
|RenderTargetIdentifier||Creates a render target identifier.|