Version: 2023.2
언어: 한국어

CustomRenderTexture

class in UnityEngine

/

다음으로부터 상속:RenderTexture

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설명

Custom Render Textures are an extension to Render Textures that allow you to render directly to the Texture using a Shader.

Custom Render Textures are an extension to Render Textures that allow you to update a texture with a Shader, and then use it in a regular Material. This is useful for implementing all kinds of complex simulations, for instance: water caustics, ripple simulations for rain effects, or splatting liquids against a wall. Also provided is a scripting and Shader framework to help with more complicated configurations like partial or multi-pass updates, and varying update frequency.

변수

cubemapFaceMaskThe bit field that you can use to enable or disable update on each of the cubemap faces. The bit order from least to most significant bit is as follows: +X, -X, +Y, -Y, +Z, -Z.
doubleBufferedWhen this parameter is set to true, Unity double-buffers the Custom Render Texture so that you can access it during its own update.
initializationColorThe color that Unity uses to initialize a Custom Render Texture. Unity ignores this parameter if an initializationMaterial is set.
initializationMaterialThe Material that Unity uses to initialize a Custom Render Texture. Initialization texture and color are ignored if you have set this parameter.
initializationModeDetermine how Unity initializes a texture.
initializationSourceDetermine if Unity initializes the Custom Render Texture with a Texture and a Color or a Material.
initializationTextureThe Texture that Unity uses to initialize a Custom Render Texture, multiplied by the initialization color. Unity ignores this parameter if an initializationMaterial is set.
materialThe Material that Unity uses to initialize the content of a Custom Render Texture.
shaderPassThe Shader Pass Unity uses to update the Custom Render Texture.
updateModeDetermine how Unity updates the Custom Render Texture.
updatePeriodThe period in seconds that Unity updates real-time Custom Render Textures. A value of 0.0 means Unity updates real-time Custom Render Textures every frame.
updateZoneSpaceThe space in which Unity expresses update zones. You can set this to Normalized or Pixel space.
wrapUpdateZonesWhen this parameter is set to true, Unity wraps Update zones around the border of the Custom Render Texture. Otherwise, Unity clamps Update zones at the border of the Custom Render Texture.

생성자

CustomRenderTextureCreate a new Custom Render Texture.

Public 함수

ClearUpdateZonesClear all Update Zones.
EnsureDoubleBufferConsistencyUpdates the internal Render Texture that a Custom Render Texture uses for double buffering, so that it matches the size and format of the Custom Render Texture.
GetDoubleBufferRenderTextureGets the Render Texture that this Custom Render Texture uses for double buffering.
GetUpdateZonesReturns the list of Update Zones.
InitializeInitializes the Custom Render Texture at the start of the next frame. Unity calls /Initialise()/ before /CustomRenderTexture.Update/.
SetUpdateZonesSetup the list of Update Zones for the Custom Render Texture.
UpdateTriggers an update of the Custom Render Texture.

상속된 멤버

정적 변수

activeCurrently active render texture.
allowThreadedTextureCreationAllow Unity internals to perform Texture creation on any thread (rather than the dedicated render thread).
currentTextureMemoryThe amount of memory that all Textures in the scene use.
desiredTextureMemoryThe total size of the Textures, in bytes, that Unity loads if there were no other constraints. Before Unity loads any Textures, it applies the memory budget which reduces the loaded Texture resolution if the Texture sizes exceed its value. The desiredTextureMemory value takes into account the mipmap levels that Unity has requested or that you have set manually.For example, if Unity does not load a Texture at full resolution because it is far away or its requested mipmap level is greater than 0, Unity reduces the desiredTextureMemory value to match the total memory needed.The desiredTextureMemory value can be greater than the Texture.targetTextureMemory value.
GenerateAllMipsCan 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.
nonStreamingTextureCountThe number of non-streaming Textures in the scene. This includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.
nonStreamingTextureMemoryThe amount of memory Unity allocates for non-streaming Textures in the scene. This only includes instances of Texture2D and CubeMap Textures. This does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.
streamingMipmapUploadCountHow many times has a Texture been uploaded due to Texture mipmap streaming.
streamingRendererCountNumber of renderers registered with the Texture streaming system.
streamingTextureCountNumber of streaming Textures.
streamingTextureDiscardUnusedMipsThis property forces the streaming Texture system to discard all unused mipmaps instead of caching them until the Texture memory budget is exceeded. This is useful when you profile or write tests to keep a predictable set of Textures in memory.
streamingTextureForceLoadAllForce streaming Textures to load all mipmap levels.
streamingTextureLoadingCountNumber of streaming Textures with mipmaps currently loading.
streamingTexturePendingLoadCountNumber of streaming Textures with outstanding mipmaps to be loaded.
targetTextureMemoryThe total amount of Texture memory that Unity allocates to the Textures in the scene after it applies the memory budget and finishes loading Textures. `targetTextureMemory`also takes mipmap streaming settings into account. This value only includes instances of Texture2D and CubeMap Textures. This value does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.
totalTextureMemoryThe total amount of Texture memory that Unity would use if it loads all Textures at mipmap level 0.This is a theoretical value that does not take into account any input from the streaming system or any other input, for example when you set the`Texture2D.requestedMipmapLevel` manually.To see a Texture memory value that takes inputs into account, use `desiredTextureMemory`.`totalTextureMemory` only includes instances of Texture2D and CubeMap Textures. This value does not include any other Texture types, or 2D and CubeMap Textures that Unity creates internally.

변수

hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.
antiAliasingThe antialiasing level for the RenderTexture.
autoGenerateMipsMipmap levels are generated automatically when this flag is set.
bindTextureMSIf 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.
colorBufferColor buffer of the render texture (Read Only).
depthThe precision of the render texture's depth buffer in bits (0, 16, 24 and 32 are supported).
depthBufferDepth/stencil buffer of the render texture (Read Only).
depthStencilFormatThe format of the depth/stencil buffer.
descriptorThis 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.
dimensionDimensionality (type) of the render texture.
enableRandomWriteEnable random access write into this render texture on Shader Model 5.0 level shaders.
graphicsFormatThe color format of the render texture. You can set the color format to None to achieve depth-only rendering.
heightThe height of the render texture in pixels.
memorylessModeThe render texture memoryless mode property.
sRGBDoes this render texture use sRGB read/write conversions? (Read Only).
stencilFormatThe 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.
useDynamicScaleWhen this flag is set to true, render texture is set to be used by the Dynamic Resolution system.
useDynamicScaleExplicitWhen this flag is set to true, render texture is set to be used by the Dynamic Resolution system. Scale is applied with an explicit call to ApplyDynamicScale
useMipMapRender texture has mipmaps when this flag is set.
volumeDepthVolume extent of a 3D render texture or number of slices of array texture.
vrUsageIf this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any.
widthThe width of the render texture in pixels.
anisoLevelDefines the anisotropic filtering level of the Texture.
filterModeFiltering mode of the Texture.
graphicsTexture GraphicsTexture that represents the texture resource uploaded to the graphics device (Read Only).
imageContentsHashThe hash value of the Texture.
isDataSRGBReturns true if the texture pixel data is in sRGB color space (Read Only).
isReadableWhether Unity stores an additional copy of this texture's pixel data in CPU-addressable memory.
mipMapBiasThe mipmap bias of the Texture.
mipmapCountHow many mipmap levels are in this Texture (Read Only).
updateCountThis counter is incremented when the Texture is updated.
wrapModeTexture coordinate wrapping mode.
wrapModeUTexture U coordinate wrapping mode.
wrapModeVTexture V coordinate wrapping mode.
wrapModeWTexture W coordinate wrapping mode for Texture3D.

Public 함수

GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.
ApplyDynamicScaleApplies the Dynamic Resolution system scale.
ConvertToEquirectConverts 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.
CreateActually creates the RenderTexture.
DiscardContentsHint the GPU driver that the contents of the RenderTexture will not be used.
GenerateMipsGenerate mipmap levels of a render texture.
GetNativeDepthBufferPtrRetrieve a native (underlying graphics API) pointer to the depth buffer resource.
IsCreatedIs the render texture actually created?
ReleaseReleases the RenderTexture.
ResolveAntiAliasedSurfaceForce an antialiased render texture to be resolved.
SetGlobalShaderPropertyAssigns this RenderTexture as a global shader property named propertyName.
GetNativeTexturePtrRetrieve a native (underlying graphics API) pointer to the Texture resource.
IncrementUpdateCountIncrement the update counter.

정적 함수

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindAnyObjectByTypeRetrieves any active loaded object of Type type.
FindFirstObjectByTypeRetrieves the first active loaded object of Type type.
FindObjectsByTypeRetrieves a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.
GetTemporaryAllocate a temporary render texture.
ReleaseTemporaryRelease a temporary texture allocated with GetTemporary.
SupportsStencilDoes a RenderTexture have stencil buffer?
SetGlobalAnisotropicFilteringLimitsSets Anisotropic limits.
SetStreamingTextureMaterialDebugPropertiesThis function sets mipmap streaming debug properties on any materials that use this Texture through the mipmap streaming system.

연산자

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.