Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

RenderTargetIdentifier Constructor

Suggest a change

Success!

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.

Close

Submission failed

For 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.

Close

Cancel

Declaration

public RenderTargetIdentifier(Rendering.BuiltinRenderTextureType type);

Declaration

public RenderTargetIdentifier(string name);

Declaration

public RenderTargetIdentifier(int nameID);

Declaration

public RenderTargetIdentifier(Texture tex);

Declaration

public RenderTargetIdentifier(Rendering.RenderTargetIdentifier renderTargetIdentifier, int mipLevel, CubemapFace cubeFace, int depthSlice);

Parameters

type Built-in temporary render texture type.
name Temporary render texture name.
nameID Temporary render texture name (as integer, see Shader.PropertyToID).
tex RenderTexture or Texture object to use.
mipLevel MipLevel of the RenderTexture to use.
cubemapFace Cubemap face of the Cubemap RenderTexture to use.
depthSlice Depth slice of the Array RenderTexture to use. The symbolic constant RenderTargetIdentifier.AllDepthSlices indicates that all slices should be bound for rendering. The default value is 0.
renderTargetIdentifier An existing render target identifier.

Description

Creates a render target identifier.

Textures can be identified in a number of ways, for example a RenderTexture object, or a Texture object, or one of built-in render textures (BuiltinRenderTextureType), or a temporary render texture with a name (that was created using CommandBuffer.GetTemporaryRT).

RenderTargetIdentifier can be implicitly created from a RenderTexture reference, or a Texture reference, or a BuiltinRenderTextureType, or a name.

A RenderTargetIdentifier created from Texture reference is only valid when passed to CommandBuffer.SetGlobalTexture

See Also: CommandBuffer.SetRenderTarget, CommandBuffer.SetGlobalTexture.