A declaration of a single color or depth rendering surface to be attached into a RenderPass.
A AttachmentDescriptor object identifies a single color or depth rendering surface that can be used with a RenderPass. Note that the AttachmentDescriptor object derives from UnityEngine.Object so they do not get garbage collected like normal C# objects. Instead, they are only GC'd when unloading a Scene or when Resources.UnloadUnusedAssets() is called. Therefore do not create these objects each frame: Instead, create these objects in the constructor of your rendering class, and reuse those objects each frame.
clearColor | The currently assigned clear color for this attachment. Default is black. |
clearDepth | Currently assigned depth clear value for this attachment. Default value is 1.0. |
clearStencil | Currently assigned stencil clear value for this attachment. Default is 0. |
format | The format of this attachment. |
graphicsFormat | The GraphicsFormat of this attachment. To use in place of format. |
loadAction | The load action to be used on this attachment when the RenderPass starts. |
loadStoreTarget | The surface to use as the backing storage for this AttachmentDescriptor. |
resolveTarget | When the renderpass that uses this attachment ends, resolve the MSAA surface into the given target. |
storeAction | The store action to use with this attachment when the RenderPass ends. Only used when either ConfigureTarget or ConfigureResolveTarget has been called. |
AttachmentDescriptor | Create a AttachmentDescriptor to be used with RenderPass. |
ConfigureClear | When the RenderPass starts, clear this attachment into the color or depth/stencil values given (depending on the format of this attachment). Changes loadAction to RenderBufferLoadAction.Clear. |
ConfigureResolveTarget | When the renderpass that uses this attachment ends, resolve the MSAA surface into the given target. |
ConfigureTarget | Binds this AttachmentDescriptor to the given target surface. |