width | Anchura de textura en pixeles. |
height | Altura de textura en pixeles. |
depth | Cantidad de bits en el buffer de profundidad (0, 16, o 24). Tenga en cuenta que solamente 24 bit de profundidad tiene stencil buffer. |
format | Formato de color de textura. |
readWrite | Cómo o si las conversiones del espacio del color se deben hacer en la lectura/escritura de la textura. |
desc | Create the RenderTexture with the settings in the RenderTextureDescriptor. |
textureToCopy | Copy the settings from another RenderTexture. |
Crea un nuevo objeto RenderTexture.
The render texture is created with width
by height
size, with a depth buffer
of depth
bits (depth can be 0, 16 or 24), and in format
format and with sRGB read / write on or off.
Note that constructing a RenderTexture object does not create the hardware representation immediately.
The actual render texture is created upon first use or when Create is called manually. So after
constructing the render texture, it is possible to set additional variables, like format,
dimension and so on.
See Also: format variable, GetTemporary.
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { public RenderTexture rt; void Start() { rt = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32); } }