Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
Close Submission failedFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
Close Your name Your email Suggestion* Declarationpublic static void
SetRenderTarget(
RenderTexture rt, int
mipLevel= 0,
CubemapFace face= CubemapFace.Unknown, int
depthSlice= 0);
Declarationpublic static void
SetRenderTarget(RenderBuffer[]
colorBuffers,
RenderBuffer depthBuffer);
Declarationpublic static void
SetRenderTarget(
RenderBuffer colorBuffer,
RenderBuffer depthBuffer, int
mipLevel= 0,
CubemapFace face= CubemapFace.Unknown, int
depthSlice= 0);
Parameters Parameter Description rt RenderTexture or GraphicsTexture to set as active render target. mipLevel Mipmap level to render into (use 0 if not mipmapped). face Cubemap face to render into (use Unknown if not a cubemap). depthSlice Depth slice to render into (use 0 if not a 3D or 2DArray render target). colorBuffer Color buffer to render into. depthBuffer Depth buffer to render into. colorBuffers Color buffers to render into (for multiple render target effects). setup Full render target setup information. DescriptionSets current render target.
This function sets which RenderTexture, GraphicsTexture, or a RenderBuffer combination will be rendered into next. Use it when implementing custom rendering algorithms, where you need to render something into a render target texture manually.
Variants with mipLevel and face arguments enable rendering into a specific mipmap level of a texture, or specific cubemap face of a cubemap RenderTexture/GraphicsTexture. Variants with depthSlice allow rendering into a specific slice of a 3D or 2DArray render texture.
The function call with colorBuffers array enables techniques that use Multiple Render Targets (MRT), where fragment shader can output more than one final color.
Calling SetRenderTarget with just a RenderTexture or GraphicsTexture argument is the same as setting the RenderTexture.active and GraphicsTexture.active property. To set a GraphicsTexture as the render target, it must have GraphicsTextureDescFlags.RenderTarget enabled in GraphicsTexture.descriptor.flags.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.
Additional resources: RenderTexture, GraphicsTexture, Graphics.activeColorBuffer, Graphics.activeDepthBuffer, SystemInfo.supportedRenderTargetCount.
RetroSearch is an open source project built by @garambo | Open a GitHub Issue
Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo
HTML:
3.2
| Encoding:
UTF-8
| Version:
0.7.4