This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties.
autoGenerateMips | Mipmap levels are generated automatically when this flag is set. |
bindMS | If true and msaaSamples is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader. |
colorFormat | The color format for the RenderTexture. |
depthBufferBits | The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported).See RenderTexture.depth. |
dimension | レンダーテクスチャの次元 (形式)See RenderTexture.dimension. |
enableRandomWrite | Shader Model 5.0 レベルのシェーダーでこのレンダーテクスチャにランダムアクセス書き込みを有効にします。See RenderTexture.enableRandomWrite. |
flags | A set of RenderTextureCreationFlags that control how the texture is created. |
height | ピクセル単位のテクスチャの高さ |
memoryless | The render texture memoryless mode property. |
msaaSamples | The multisample antialiasing level for the RenderTexture.See RenderTexture.antiAliasing. |
shadowSamplingMode | Determines how the RenderTexture is sampled if it is used as a shadow map.See ShadowSamplingMode for more details. |
sRGB | This flag causes the render texture uses sRGB read/write conversions. |
useMipMap | Render texture has mipmaps when this flag is set.See RenderTexture.useMipMap. |
volumeDepth | 3D Render Texture のボリュームの最大値 |
vrUsage | If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. Instead of setting this manually, use the value returned by eyeTextureDesc or other VR functions returning a RenderTextureDescriptor. |
width | ピクセル単位のテクスチャの幅 |
RenderTextureDescriptor | Create a RenderTextureDescriptor with default values, or a certain width, height, and format. |