レンダーテクスチャはレンダリングを行なうことができるテクスチャです。
They can be used to implement image based rendering effects, dynamic shadows,
projectors, reflections or surveillance cameras.
One typical usage of render textures is setting them as the "target texture" property
of a Camera (Camera.targetTexture), this will make a camera render into a texture
instead of rendering to the screen.
Keep in mind that render texture contents can become "lost" on certain events, like loading a new level, system going to a screensaver mode, in and out of fullscreen and so on.
When that happens, your existing render textures will become "not yet created" again,
you can check for that with IsCreated function.
As with other "native engine object" types, it is important to pay attention to the lifetime of
any render textures and release them when you are finished using them with the Release function,
as they will not be garbage collected like normal managed types.
See Also: Camera.targetTexture.
active | 現在アクティブなレンダーテクスチャ |
antiAliasing | レンダーテクスチャのアンチエイリアスレベル |
autoGenerateMips | Mipmap levels are generated automatically when this flag is set. |
bindTextureMS | If true and antiAliasing 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. |
colorBuffer | RenderTexture のカラーバッファ(読み取り専用) |
depth | The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported). |
depthBuffer | RenderTexture の深度/ステンシルバッファ(読み取り専用) |
descriptor | 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. |
dimension | レンダーテクスチャの次元 (形式) |
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。 |
graphicsFormat | レンダーテクスチャのカラー形式 |
height | ピクセル単位のテクスチャの高さ |
memorylessMode | The render texture memoryless mode property. |
sRGB | Does this render texture use sRGB read/write conversions? (Read Only). |
stencilFormat | The format of the stencil data that you can encapsulate within a RenderTexture.Specifying this property creates a stencil element for the RenderTexture and sets its format. This allows for stencil data to be bound as a Texture to all shader types for the platforms that support it. This property does not specify the format of the stencil buffer, which is constrained by the depth buffer format specified in RenderTexture.depth.Currently, most platforms only support R8_UInt (DirectX11, DirectX12), while PS4 also supports R8_UNorm. |
useDynamicScale | Is the render texture marked to be scaled by the Dynamic Resolution system. |
useMipMap | Render texture has mipmaps when this flag is set. |
volumeDepth | Volume extent of a 3D render texture or number of slices of array texture. |
vrUsage | If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. |
width | ピクセル単位のテクスチャの幅 |
RenderTexture | 新規の RenderTexture オブジェクトを作成します |
ConvertToEquirect | Converts the render texture to equirectangular format (both stereoscopic or monoscopic equirect). The left eye will occupy the top half and the right eye will occupy the bottom. The monoscopic version will occupy the whole texture. Texture dimension must be of type TextureDimension.Cube. |
Create | 実際に RenderTexture オブジェクトを作成します |
DiscardContents | Hint the GPU driver that the contents of the RenderTexture will not be used. |
GenerateMips | Generate mipmap levels of a render texture. |
GetNativeDepthBufferPtr | 深度バッファリソースを指すネイティブ (グラフィックス API に内在する) のポインターを取得します。 |
IsCreated | 実際に RenderTexture オブジェクトを生成しているか確認します |
MarkRestoreExpected | RenderTexture のリストア処理が期待されることを示します |
Release | RenderTexture オブジェクトを解放します |
ResolveAntiAliasedSurface | Force an antialiased render texture to be resolved. |
SetGlobalShaderProperty | プロパティーネームで RenderTexture オブジェクトにシェーダーを割りあてます |
GetTemporary | 一時的なレンダリングテクスチャを割り当てます |
ReleaseTemporary | GetTemporary 関数で割り当てられた一時的なテクスチャを解放します |
SupportsStencil | RenderTexture にステンシルバッファがあるかどうか |
allowThreadedTextureCreation | Allow Unity internals to perform texture creation on any thread (rather than the dedicated render thread). |
currentTextureMemory | The amount of memory currently being used by the non-streaming and mipmap streaming textures combined. |
desiredTextureMemory | This amount of texture memory would be used before the texture streaming budget is applied. |
GenerateAllMips | Can be used with texture constructors that take a mip count to indicate that all mips should be generated. The value of this field is -1. |
nonStreamingTextureCount | Number of non-streaming textures. |
nonStreamingTextureMemory | Total amount of memory being used by non-streaming textures. |
streamingMipmapUploadCount | How many times has a texture been uploaded due to texture mipmap streaming. |
streamingRendererCount | Number of renderers registered with the texture streaming system. |
streamingTextureCount | Number of streaming textures. |
streamingTextureDiscardUnusedMips | Force the streaming texture system to discard all unused mipmaps immediately, rather than caching them until the texture memory budget is exceeded. |
streamingTextureForceLoadAll | Force streaming textures to load all mipmap levels. |
streamingTextureLoadingCount | Number of streaming textures with mipmaps currently loading. |
streamingTexturePendingLoadCount | Number of streaming textures with outstanding mipmaps to be loaded. |
targetTextureMemory | The amount of memory used by textures after the mipmap streaming and budget are applied and loading is complete. |
totalTextureMemory | The total amount of memory that would be used by all textures at mipmap level 0. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | オブジェクト名 |
anisoLevel | テクスチャの異方性フィルタリングのレベル |
dimension | テクスチャの次元 (タイプ)。読み取り専用。 |
filterMode | テクスチャのフィルタリングモード |
graphicsFormat | Returns the GraphicsFormat format or color format of a texture object. |
height | ピクセル単位でのテクスチャの高さ(読み取り専用) |
imageContentsHash | The hash value of the Texture. |
isReadable | Returns true if the Read/Write Enabled checkbox was checked when the texture was imported; otherwise returns false. For a dynamic Texture created from script, always returns true. For additional information, see TextureImporter.isReadable. |
mipMapBias | The mipmap bias of the texture. |
mipmapCount | テクスチャのミップマップレベル(読み取り専用) |
updateCount | This counter is incremented when the texture is updated. |
width | ピクセル単位でのテクスチャの幅(読み取り専用) |
wrapMode | Texture coordinate wrapping mode. |
wrapModeU | Texture U coordinate wrapping mode. |
wrapModeV | Texture V coordinate wrapping mode. |
wrapModeW | Texture W coordinate wrapping mode for Texture3D. |
GetInstanceID | オブジェクトのインスタンス ID を返します |
ToString | Returns the name of the object. |
GetNativeTexturePtr | テクスチャリソースへのネイティブ (グラフィックス API に内在する) ポインターを取得します。 |
IncrementUpdateCount | Increment the update counter. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | タイプ type から最初に見つけたアクティブのオブジェクトを返します |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | original のオブジェクトをクローンします |
SetGlobalAnisotropicFilteringLimits | 異方性のリミットを設定します |
SetStreamingTextureMaterialDebugProperties | Uploads additional debug information to materials using textures set to stream mipmaps. |
bool | オブジェクトが存在するかどうか |
operator != | 二つのオブジェクトが異なるオブジェクトを参照しているか比較します |
operator == | 2つのオブジェクト参照が同じオブジェクトを参照しているか比較します。 |