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Showing content from https://docs.unity3d.com/Manual/../ScriptReference/RenderTexture.html below:

Unity - Scripting API: RenderTexture

RenderTexture

class in UnityEngine

/

Inherits from:Texture

/

Implemented in:UnityEngine.CoreModule

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Switch to Manual Description

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.

A render texture only has a data representation on the GPU and you need to use Texture2D.ReadPixels to transfer its contents to CPU memory.

The initial contents of a newly created render texture are undefined. On some platforms and APIs the contents will default to black, but you shouldn't depend on this. You can use LoadStoreActionDebugModeSettings to highlight undefined areas of the display, to help you debug rendering problems in your built application.

Additional resources: Camera.targetTexture.

Static Properties Property Description active Currently active render texture. Properties Property Description 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. Constructors Constructor Description RenderTexture Creates a new RenderTexture object. Public Methods Method Description 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. Inherited Members Static Properties Property Description 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. anisoLevel Defines the anisotropic filtering level of the Texture. dimension Dimensionality (type) of the Texture (Read Only). filterMode Filtering mode of the Texture. graphicsFormat Returns the GraphicsFormat format or color format of a Texture object. graphicsTexture GraphicsTexture that represents the texture resource uploaded to the graphics device (read-only). height Height of the Texture in pixels (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. 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. 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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