Version: 2019.4
LanguageEnglish
  • C#

RenderBufferStoreAction

enumeration

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Description

This enum describes what should be done on the render target when the GPU is done rendering into it.

When the GPU is done rendering into a render target, this setting specifies the action that should be performed on the rendering results. Tile-based GPUs may get performance advantage if the store action is DontCare. For example, this setting can be useful if the depth buffer contents are not needed after rendering the frame.

Please note that not all platforms have load/store actions, so this setting might be ignored at runtime. Generally mobile-oriented graphics APIs (OpenGL ES, Metal) take advantage of these settings.

Properties

StoreThe RenderBuffer contents need to be stored to RAM. If the surface has MSAA enabled, this stores the non-resolved surface.
ResolveResolve the (MSAA'd) surface. Currently only used with the RenderPass API.
StoreAndResolveResolve the (MSAA'd) surface, but also store the multisampled version. Currently only used with the RenderPass API.
DontCareThe contents of the RenderBuffer are not needed and can be discarded. Tile-based GPUs will skip writing out the surface contents altogether, providing performance boost.
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961