Version: 2023.2
언어: 한국어

RenderTargetBinding

struct in UnityEngine.Rendering

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설명

Describes a render target with one or more color buffers, a depth/stencil buffer and the associated load/store-actions that are applied when the render target is active.

This data structure is similiar to RenderTargetSetup, but relies on a RenderTargetIdentifier to ensure compatability with CommandBuffer.SetRenderTarget.

To render to a specific mipmap level, cubemap face or depth slice the RenderTargetIdentifier should be created accordingly.

Note: the number of load- and store-actions specified for color buffers must be equal to the number of color buffers.

Additional resources: CommandBuffer.

변수

colorLoadActionsLoad actions for color buffers.
colorRenderTargetsColor buffers to use as render targets.
colorStoreActionsStore actions for color buffers.
depthLoadActionLoad action for the depth/stencil buffer.
depthRenderTargetDepth/stencil buffer to use as render target.
depthStoreActionStore action for the depth/stencil buffer.
flagsOptional flags.

생성자

RenderTargetBindingConstructs RenderTargetBinding.