RenderTextureDescriptor

struct in UnityEngine

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Description

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.

Variables

autoGenerateMipsMipmap levels are generated automatically when this flag is set.
bindMSIf true and msaaSamples 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.
colorFormatThe color format for the RenderTexture.
depthBufferBitsThe precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported).See RenderTexture.depth.
dimensionDimensionality (type) of the render texture.See RenderTexture.dimension.
enableRandomWriteEnable random access write into this render texture on Shader Model 5.0 level shaders.See RenderTexture.enableRandomWrite.
flagsA set of RenderTextureCreationFlags that control how the texture is created.
heightThe height of the render texture in pixels.
memorylessThe render texture memoryless mode property.
msaaSamplesThe multisample antialiasing level for the RenderTexture.See RenderTexture.antiAliasing.
shadowSamplingModeDetermines how the RenderTexture is sampled if it is used as a shadow map.See ShadowSamplingMode for more details.
sRGBThis flag causes the render texture uses sRGB read/write conversions.
useMipMapRender texture has mipmaps when this flag is set.See RenderTexture.useMipMap.
volumeDepthVolume extent of a 3D render texture.
vrUsageIf this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. Instead of setting this manually, use the value returned by eyeTextureDesc or other VR functions returning a RenderTextureDescriptor.
widthThe width of the render texture in pixels.

Constructors

RenderTextureDescriptorCreate a RenderTextureDescriptor with default values, or a certain width, height, and format.