rt | RenderTexture or GraphicsTexture to set as active render target. |
mipLevel | レンダリングするミップマップレベル (ミップマップしない場合は 0) |
face | レンダリングするキューブマップ表面 (キューブマップでないときは、Unknown) |
depthSlice | レンダリングするデプススライス (3D か 2D 配列レンダリングターゲットでない場合は 0) |
colorBuffer | レンダリングするカラーバッファ |
depthBuffer | レンダリングするデプスバッファ |
colorBuffers | レンダリングするカラーバッファ (複数レンダリングターゲット効果用) |
setup | 完全なレンダリングターゲット設定情報 |
レンダーターゲットを設定します。
This function sets which RenderTexture, GraphicsTexture, or a RenderBuffer combination will be
rendered into next. Use it when implementing custom rendering algorithms, where
you need to render something into a render target texture manually.
Variants with mipLevel and face arguments enable rendering into a specific mipmap level
of a texture, or specific cubemap face of a cubemap RenderTexture/GraphicsTexture.
Variants with depthSlice allow rendering into a specific slice of a 3D or 2DArray render texture.
The function call with colorBuffers array enables techniques that use
Multiple Render Targets (MRT), where fragment shader can output more
than one final color.
Calling SetRenderTarget with just a RenderTexture or GraphicsTexture argument is the same as setting the RenderTexture.active and GraphicsTexture.active property.
To set a GraphicsTexture as the render target, it must have GraphicsTextureDescFlags.RenderTarget enabled in GraphicsTexture.descriptor.flags.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion
state set. Depending on what was rendered previously, the current state might not be the one you expect.
You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other
manual rendering.
Additional resources: RenderTexture, GraphicsTexture, Graphics.activeColorBuffer, Graphics.activeDepthBuffer, SystemInfo.supportedRenderTargetCount.