nameID | このテクスチャのシェーダープロパティー名 |
width | ピクセルの幅。 "Camera Pixel Width" は -1 。 |
height | ピクセルの高さ。"Camera Pixel Height" は -1 。 |
depthBuffer | デプスバッファのビット (0 、16 、 24) |
filter | テクスチャフィルタリングモード (デフォルトは Point ) |
format | レンダーテクスチャの形式 (デフォルトは ARGB32) |
readWrite | カラー空間変換モード |
antiAliasing | アンチエイリアス (デフォルトはアンチエイリアスなし) |
enableRandomWrite | Should random-write access into the texture be enabled (default is false). |
desc | Use this RenderTextureDescriptor for the settings when creating the temporary RenderTexture. |
memorylessMode | Render texture memoryless mode. |
"get a temporary render texture" コマンドを追加します。
指定したパラメーターでテンポラリーレンダーテクスチャを作成し、 nameID でのグローバルシェーダープロパティーとして設定します。整数名を作成するには Shader.PropertyToID を使用します。
Release the temporary render texture using ReleaseTemporaryRT, passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after Graphics.ExecuteCommandBuffer is done.
テンポラリーレンダーテクスチャを取得した後、(SetRenderTarget を) アクティブ、あるいは (Blit)へ Blit あるいは (Blit) から Blit として設定できます。コマンドバッファの実行中にアクティブなレンダーターゲットを明示的に保持する必要はありません(現在のレンダーターゲットが保存とリストアをあとでします)。
See Also: ReleaseTemporaryRT, SetRenderTarget, Blit.
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