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

Unity - Scripting API: RenderTextureDescriptor

autoGenerateMips Mipmap levels are generated automatically when this flag is set. bindMS If true and msaaSamples 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. colorFormat The format of the RenderTarget is expressed as a RenderTextureFormat. Internally, this format is stored as a GraphicsFormat compatible with the current system (see SystemInfo.GetCompatibleFormat). Therefore, if you set a format and immediately get it again, it may return a different result from the one just set. depthBufferBits The precision of the render texture's depth buffer in bits (0, 16, 24 and 32 are supported). depthStencilFormat The desired format of the depth/stencil buffer. dimension Dimensionality (type) of the render texture.Additional resources: RenderTexture.dimension. enableRandomWrite Enable random access write into this render texture on Shader Model 5.0 level shaders.Additional resources: RenderTexture.enableRandomWrite. enableShadingRate Make this render texture usable as a shading rate image. flags A set of RenderTextureCreationFlags that control how the texture is created. graphicsFormat The color format for the RenderTexture. You can set this format to None to achieve depth-only rendering. height The height of the render texture in pixels. memoryless The render texture memoryless mode property. mipCount User-defined mipmap count. msaaSamples The multisample antialiasing level for the RenderTexture.Additional resources: RenderTexture.antiAliasing. shadowSamplingMode Determines how the RenderTexture is sampled if it is used as a shadow map.Additional resources: ShadowSamplingMode for more details. sRGB This flag causes the render texture uses sRGB read/write conversions. 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 Set to true to enable dynamic resolution scaling on this render texture. Mutually exclusive with RenderTextureDescriptor.useDynamicScaleExplicitAdditional resources: RenderTexture.useDynamicScale. useDynamicScaleExplicit Set to true to enable dynamic resolution scaling on this render texture and control when this scaling happens. Mutually exclusive with RenderTextureDescriptor.useDynamicScaleAdditional resources: RenderTexture.useDynamicScaleExplicit. useMipMap Render texture has mipmaps when this flag is set.Additional resources: RenderTexture.useMipMap. volumeDepth Volume extent of a 3D render texture. vrUsage If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. Instead of setting this manually, use the value returned by eyeTextureDesc or other VR functions returning a RenderTextureDescriptor. width The width of the render texture in pixels.

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