摄像机渲染期间生成的内置临时渲染纹理。
当摄像机渲染场景时,在某些情况下,这一过程会生成临时渲染纹理(例如深度纹理、延迟 G 缓冲区等)。此枚举指示这些临时渲染纹理。
在 CommandBuffer 的某些函数中,BuiltinRenderTextureType 可用作 RenderTargetIdentifier。
另请参阅:CommandBuffer、RenderTargetIdentifier。
PropertyName | 全局设置的属性名称。 |
BufferPtr | 要使用的原始 RenderBuffer 指针。 |
RenderTexture | 给定 RenderTexture。 |
CurrentActive | 当前激活的渲染目标。 |
CameraTarget | 当前渲染摄像机的目标纹理。 |
Depth | 摄像机的深度纹理。 |
DepthNormals | 摄像机的深度 + 法线纹理。 |
ResolvedDepth | 从延迟解析的深度缓冲。 |
PrepassNormalsSpec | 延迟光照(法线 + 镜面反射)G 缓冲区。 |
PrepassLight | 延迟光照缓冲区。 |
PrepassLightSpec | 延迟光照 HDR 镜面反射光缓冲区(仅限 Xbox 360)。 |
GBuffer0 | 延迟着色 G 缓冲区 #0(通常为漫射颜色)。 |
GBuffer1 | 延迟着色 G 缓冲区 #1(通常为镜面反射 + 粗糙度)。 |
GBuffer2 | 延迟着色 G 缓冲区 #2(通常为法线)。 |
GBuffer3 | 延迟着色 G 缓冲区 #3(通常为发射/光照)。 |
Reflections | 从默认反射和反射探针收集的反射。 |
MotionVectors | 摄像机启用运动矢量时生成的运动矢量。 |
GBuffer4 | 延迟着色 G 缓冲区 #4(如果有,通常为静态光源的遮挡遮罩)。 |
GBuffer5 | G 缓冲区 #5 可用。 |
GBuffer6 | G 缓冲区 #6 可用。 |
GBuffer7 | G 缓冲区 #7 可用。 |
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