Represents the view on a single texture resource that is uploaded to the graphics device.
A GraphicsTexture specifically represents the actual resource that a Texture object uploads to the GPU.
A Texture may create several different GraphicsTextures in its lifetime (such as to represent different mipmap levels or the color and depth buffers in a RenderTexture)
and will recreate GraphicsTextures when certain changes are made to the Texture (such as resizing). Use Texture.graphicsTexture to get a Texture's current GraphicsTexture.
GraphicsTextures are purely run-time objects and cannot be saved as assets.
To use a GraphicsTexture as a render target, it must have GraphicsTextureDescFlags.RenderTarget enabled in GraphicsTexture.descriptor.flags.
Additional resources: Texture.graphicsTexture.
active | Currently active graphics texture. |
descriptor | Contains all the information Unity uses to create a GraphicsTexture. |
state | The current state of a GraphicsTexture. |