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Unity - Scripting API: CustomRenderTexture

CustomRenderTexture

class in UnityEngine

/

Inherits from:RenderTexture

/

Implemented in:UnityEngine.CoreModule

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Switch to Manual Description

Custom Render Textures are an extension to Render Textures that allow you to render directly to the Texture using a Shader.

Custom Render Textures are an extension to Render Textures that allow you to update a texture with a Shader, and then use it in a regular Material. This is useful for implementing all kinds of complex simulations, for instance: water caustics, ripple simulations for rain effects, or splatting liquids against a wall. Also provided is a scripting and Shader framework to help with more complicated configurations like partial or multi-pass updates, and varying update frequency.

Properties Property Description cubemapFaceMask The bit field that you can use to enable or disable update on each of the cubemap faces. The bit order from least to most significant bit is as follows: +X, -X, +Y, -Y, +Z, -Z. doubleBuffered When this parameter is set to true, Unity double-buffers the Custom Render Texture so that you can access it during its own update. initializationColor The color that Unity uses to initialize a Custom Render Texture. Unity ignores this parameter if an initializationMaterial is set. initializationMaterial The Material that Unity uses to initialize a Custom Render Texture. Initialization texture and color are ignored if you have set this parameter. initializationMode Determine how Unity initializes a texture. initializationSource Determine if Unity initializes the Custom Render Texture with a Texture and a Color or a Material. initializationTexture The Texture that Unity uses to initialize a Custom Render Texture, multiplied by the initialization color. Unity ignores this parameter if an initializationMaterial is set. material The Material that Unity uses to initialize the content of a Custom Render Texture. shaderPass The Shader Pass Unity uses to update the Custom Render Texture. updateMode Determine how Unity updates the Custom Render Texture. updatePeriod The period in seconds that Unity updates real-time Custom Render Textures. A value of 0.0 means Unity updates real-time Custom Render Textures every frame. updateZoneSpace The space in which Unity expresses update zones. You can set this to Normalized or Pixel space. wrapUpdateZones When this parameter is set to true, Unity wraps Update zones around the border of the Custom Render Texture. Otherwise, Unity clamps Update zones at the border of the Custom Render Texture. Public Methods Method Description ClearUpdateZones Clear all Update Zones. EnsureDoubleBufferConsistency Updates the internal Render Texture that a Custom Render Texture uses for double buffering, so that it matches the size and format of the Custom Render Texture. GetDoubleBufferRenderTexture Gets the Render Texture that this Custom Render Texture uses for double buffering. GetUpdateZones Returns the list of Update Zones. Initialize Initializes the Custom Render Texture at the start of the next frame. Unity calls /Initialise()/ before /CustomRenderTexture.Update/. SetUpdateZones Setup the list of Update Zones for the Custom Render Texture. Update Triggers an update of the Custom Render Texture. Inherited Members Static Properties Property Description active Currently active render texture. allowThreadedTextureCreation Allow Unity internals to perform Texture creation on any thread (rather than the dedicated render thread). currentTextureMemory The amount of memory that all Textures in the scene use. desiredTextureMemory The total amount of texture memory, in bytes, that Unity would use if no constraints are applied. GenerateAllMips Can be used with Texture constructors that take a mip count to indicate that all mips should be generated. The value of this field is -1. nonStreamingTextureCount The number of non-streaming Textures in the scene. This includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. nonStreamingTextureMemory The amount of memory Unity allocates for non-streaming Textures in the scene. This only includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally. streamingMipmapUploadCount How many times has a Texture been uploaded due to Texture mipmap streaming. streamingRendererCount Number of renderers registered with the Texture streaming system. streamingTextureCount Number of streaming Textures. streamingTextureDiscardUnusedMips This property forces the streaming Texture system to discard all unused mipmaps instead of caching them until the Texture memory budget is exceeded. This is useful when you profile or write tests to keep a predictable set of Textures in memory. streamingTextureForceLoadAll Force streaming Textures to load all mipmap levels. streamingTextureLoadingCount Number of streaming Textures with mipmaps currently loading. streamingTexturePendingLoadCount Number of streaming Textures with outstanding mipmaps to be loaded. targetTextureMemory Total texture memory usage in bytes after applying the memory budget and loading all textures. totalTextureMemory The total texture memory, in bytes, that Unity would use if all textures are loaded at full resolution. Properties Property Description hideFlags Should the object be hidden, saved with the Scene or modifiable by the user? name The name of the object. 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 and 32 are supported). depthBuffer Depth/stencil buffer of the render texture (Read Only). depthStencilFormat The format of the depth/stencil buffer. 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. enableShadingRate Make this render texture usable as a shading rate image. graphicsFormat The color format of the render texture. You can set the color format to None to achieve depth-only rendering. 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). stencilFormat The format of the stencil data that you can encapsulate within a RenderTexture.Specifying this property creates a stencil element for the RenderTexture and sets its format. This allows for stencil data to be bound as a Texture to all shader types for the platforms that support it. This property does not specify the format of the stencil buffer, which is constrained by the depth buffer format specified in RenderTexture.depth.Currently, most platforms only support R8_UInt (DirectX11, DirectX12), while PS4 also supports R8_UNorm. useDynamicScale When this flag is set to true, render texture is set to be used by the Dynamic Resolution system. useDynamicScaleExplicit When this flag is set to true, render texture is set to be used by the Dynamic Resolution system. Scale is applied with an explicit call to ApplyDynamicScale 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. anisoLevel Defines the anisotropic filtering level of the Texture. filterMode Filtering mode of the Texture. graphicsTexture GraphicsTexture that represents the texture resource uploaded to the graphics device (read-only). imageContentsHash The hash value of the Texture. isDataSRGB Returns true if the texture pixel data is in sRGB color space (Read Only). isReadable Whether Unity stores an additional copy of this texture's pixel data in CPU-addressable memory. mipMapBias The mipmap bias of the Texture. mipmapCount How many mipmap levels are in this Texture (Read Only). updateCount This counter is incremented when the Texture is updated. 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. Public Methods Method Description GetInstanceID Gets the instance ID of the object. ToString Returns the name of the object. ApplyDynamicScale Applies the Dynamic Resolution system scale. 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? Release Releases the RenderTexture. ResolveAntiAliasedSurface Force an antialiased render texture to be resolved. SetGlobalShaderProperty Assigns this RenderTexture as a global shader property named propertyName. GetNativeTexturePtr Retrieve a native (underlying graphics API) pointer to the Texture resource. IncrementUpdateCount Increment the update counter. Operators Operator Description 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.

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