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CustomRenderTexture

class in UnityEngine

/

Inherits from:RenderTexture

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Description

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

Custom Render Textures are an extension to Render Textures allowing you easily to update the 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.

Properties

cubemapFaceMaskBitfield that allows to enable or disable update on each of the cubemap faces. Order from least significant bit is +X, -X, +Y, -Y, +Z, -Z.
doubleBufferedIf true, the Custom Render Texture is double buffered so that you can access it during its own update. otherwise the Custom Render Texture will be not be double buffered.
initializationColorColor with which the Custom Render Texture is initialized. This parameter will be ignored if an initializationMaterial is set.
initializationMaterialMaterial with which the Custom Render Texture is initialized. Initialization texture and color are ignored if this parameter is set.
initializationModeSpecify how the texture should be initialized.
initializationSourceSpecify if the texture should be initialized with a Texture and a Color or a Material.
initializationTextureTexture with which the Custom Render Texture is initialized (multiplied by the initialization color). This parameter will be ignored if an initializationMaterial is set.
materialMaterial with which the content of the Custom Render Texture is updated.
shaderPassShader Pass used to update the Custom Render Texture.
updateModeSpecify how the texture should be updated.
updateZoneSpaceSpace in which the update zones are expressed (Normalized or Pixel space).
wrapUpdateZonesIf true, Update zones will wrap around the border of the Custom Render Texture. Otherwise, Update zones will be clamped at the border of the Custom Render Texture.

Constructors

CustomRenderTextureCreate a new Custom Render Texture.

Public Methods

ClearUpdateZonesClear all Update Zones.
GetUpdateZonesReturns the list of Update Zones.
InitializeTriggers an initialization of the Custom Render Texture.
SetUpdateZonesSetup the list of Update Zones for the Custom Render Texture.
UpdateTriggers the update of the Custom Render Texture.

Inherited Members

Static Properties

activeCurrently active render texture.

Properties

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.
colorBufferColor buffer of the render texture (Read Only).
depthThe precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported).
depthBufferDepth/stencil buffer of the render texture (Read Only).
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.
formatThe color format of the render texture.
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).
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.
anisoLevelAnisotropic filtering level of the texture.
dimensionDimensionality (type) of the texture (Read Only).
filterModeFiltering mode of the texture.
heightHeight of the texture in pixels. (Read Only)
mipMapBiasMip map bias of the texture.
widthWidth of the texture in pixels. (Read Only)
wrapModeTexture coordinate wrapping mode.
wrapModeUTexture U coordinate wrapping mode.
wrapModeVTexture V coordinate wrapping mode.
wrapModeWTexture W coordinate wrapping mode for Texture3D.

Public Methods

GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.
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?
MarkRestoreExpectedIndicate that there's a RenderTexture restore operation expected.
ReleaseReleases the RenderTexture.
SetGlobalShaderPropertyAssigns this RenderTexture as a global shader property named propertyName.
GetNativeTexturePtrRetrieve a native (underlying graphics API) pointer to the texture resource.

Static Methods

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active 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.

Operators

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.
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