struct in UnityEngine
/
Implemented in:UnityEngine.CoreModule
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.
CloseFor 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.
CloseThis 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.
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 color format for the RenderTexture. |
depthBufferBits | The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported).See RenderTexture.depth. |
dimension | Dimensionality (type) of the render texture.See RenderTexture.dimension. |
enableRandomWrite | Enable random access write into this render texture on Shader Model 5.0 level shaders.See RenderTexture.enableRandomWrite. |
flags | A set of RenderTextureCreationFlags that control how the texture is created. |
height | The height of the render texture in pixels. |
memoryless | The render texture memoryless mode property. |
msaaSamples | The multisample antialiasing level for the RenderTexture.See RenderTexture.antiAliasing. |
shadowSamplingMode | Determines how the RenderTexture is sampled if it is used as a shadow map.See ShadowSamplingMode for more details. |
sRGB | This flag causes the render texture uses sRGB read/write conversions. |
useMipMap | Render texture has mipmaps when this flag is set.See 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. |
RenderTextureDescriptor | Create a RenderTextureDescriptor with default values, or a certain width, height, and format. |