Version: Unity 6 (6000.0)
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  • C#

AttachmentDescriptor.ConfigureTarget

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Declaration

public void ConfigureTarget(Rendering.RenderTargetIdentifier target, bool loadExistingContents, bool storeResults);

Parameters

tgt The surface to use as the backing storage for this AttachmentDescriptor.
loadExistingContents Whether to read in the existing contents of the surface when the RenderPass starts.
storeResults Whether to store the rendering results of the attachment when the RenderPass ends.

Description

Binds this AttachmentDescriptor to the given target surface.

This method sets the backing storage of this AttachmentDescriptor to the given target surface.

If loadExistingContents is true, changes loadAction to RenderBufferStoreAction.Load unless the load action is already set to RenderBufferStoreAction.Clear, in which case this parameter is ignored.

If storeResults is true, changes storeAction to either RenderBufferStoreAction.Store or RenderBufferStoreAction.StoreAndResolve depending on whether the resolveAttachment was configured or not.

Note: If you call both ConfigureResolveTarget with storeResults set to true and ConfigureTarget, Unity stores both the resolved and unresolved MSAA surfaces respectively in resolveTarget and loadStoreTarget. This means Unity writes more data to memory.