API > RenderTexture
RenderTexture
RenderTexture inherits from Texture
Render textures are textures that can be rendered to.
Members
Properties
Name |
Description |
RenderTexture .antiAliasing |
The antialiasing level for the RenderTexture. |
RenderTexture .autoGenerateMips |
Mipmap levels are generated automatically when this flag is set. |
RenderTexture .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. |
RenderTexture .colorBuffer |
Color buffer of the render texture (Read Only). |
RenderTexture .depth |
The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported). |
RenderTexture .depthBuffer |
Depth/stencil buffer of the render texture (Read Only). |
RenderTexture .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. |
RenderTexture .dimension |
Dimensionality (type) of the render texture. |
RenderTexture .enableRandomWrite |
Enable random access write into this render texture on Shader Model 5.0 level shaders. |
RenderTexture .graphicsFormat |
The color format of the render texture. |
RenderTexture .height |
The height of the render texture in pixels. |
RenderTexture .memorylessMode |
The render texture memoryless mode property. |
RenderTexture .sRGB |
Does this render texture use sRGB read/write conversions? (Read Only). |
RenderTexture .stencilFormat |
The format of the stencil data that you can encapsulate within a RenderTexture. |
RenderTexture .useDynamicScale |
Is the render texture marked to be scaled by the Dynamic Resolution system. |
RenderTexture .useMipMap |
Render texture has mipmaps when this flag is set. |
RenderTexture .volumeDepth |
Volume extent of a 3D render texture or number of slices of array texture. |
Static Properties
Name |
Description |
RenderTexture .active |
Currently active render texture. |
Constructor
Methods
Static Methods
Inherited Members
Inherited Properties
Name |
Description |
RenderTexture .anisoLevel |
Defines the anisotropic filtering level of the Texture. |
RenderTexture .dimension |
Dimensionality (type) of the Texture (Read Only). |
RenderTexture .filterMode |
Filtering mode of the texture. |
RenderTexture .height |
Height of the texture in pixels. (Read Only) |
RenderTexture .isReadable |
Returns true if the Read/Write Enabled checkbox was checked when the texture was imported; otherwise returns false. For a dynamic Texture created from script, always returns true. |
RenderTexture .mipMapBias |
Mip map bias of the texture. |
RenderTexture .mipmapCount |
How many mipmap levels are in this texture (Read Only). |
RenderTexture .updateCount |
This counter is incremented when the texture is updated. |
RenderTexture .width |
Width of the texture in pixels. (Read Only) |
RenderTexture .wrapMode |
Texture coordinate wrapping mode. |
RenderTexture .wrapModeU |
Texture U coordinate wrapping mode. |
RenderTexture .wrapModeV |
Texture V coordinate wrapping mode. |
RenderTexture .wrapModeW |
Texture W coordinate wrapping mode for Texture3D. |
RenderTexture .hideFlags |
Should the object be hidden, saved with the Scene or modifiable by the user? |
RenderTexture .name |
The name of the object. |
Inherited Methods
Name |
Description |
RenderTexture .GetNativeTexturePtr() |
Retrieve a native (underlying graphics API) pointer to the Texture resource. |
RenderTexture .IncrementUpdateCount() |
Increment the update counter. Call this method when you update a Texture from the GPU side, or you want to explicitly increment the counter. |
RenderTexture .GetInstanceID() |
Returns the instance id of the object. |
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.