class in UnityEngine
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Inherits from:RenderTexture
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Implemented in:UnityEngine.CoreModule
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.
cubemapFaceMask | The 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. |
doubleBuffered | When this parameter is set to true, Unity double-buffers the Custom Render Texture so that you can access it during its own update. |
initializationColor | The color that Unity uses to initialize a Custom Render Texture. Unity ignores this parameter if an initializationMaterial is set. |
initializationMaterial | The Material that Unity uses to initialize a Custom Render Texture. Initialization texture and color are ignored if you have set this parameter. |
initializationMode | Determine how Unity initializes a texture. |
initializationSource | Determine if Unity initializes the Custom Render Texture with a Texture and a Color or a Material. |
initializationTexture | The Texture that Unity uses to initialize a Custom Render Texture, multiplied by the initialization color. Unity ignores this parameter if an initializationMaterial is set. |
material | The Material that Unity uses to initialize the content of a Custom Render Texture. |
shaderPass | The Shader Pass Unity uses to update the Custom Render Texture. |
updateMode | Determine how Unity updates the Custom Render Texture. |
updatePeriod | The 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. |
updateZoneSpace | The space in which Unity expresses update zones. You can set this to Normalized or Pixel space. |
wrapUpdateZones | When 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. |
CustomRenderTexture | Create a new Custom Render Texture. |
ClearUpdateZones | Clear all Update Zones. |
EnsureDoubleBufferConsistency | Updates 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. |
GetDoubleBufferRenderTexture | Gets the Render Texture that this Custom Render Texture uses for double buffering. |
GetUpdateZones | Returns the list of Update Zones. |
Initialize | Initializes the Custom Render Texture at the start of the next frame. Unity calls /Initialise()/ before /CustomRenderTexture.Update/. |
SetUpdateZones | Setup the list of Update Zones for the Custom Render Texture. |
Update | Triggers an update of the Custom Render Texture. |
active | Currently active render texture. |
allowThreadedTextureCreation | Allow Unity internals to perform texture creation on any thread (rather than the dedicated render thread). |
currentTextureMemory | The amount of memory currently being used by the non-streaming and mipmap streaming textures combined. |
desiredTextureMemory | This amount of texture memory would be used before the texture streaming budget is applied. |
GenerateAllMips | Can 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. |
nonStreamingTextureCount | Number of non-streaming textures. |
nonStreamingTextureMemory | Total amount of memory being used by non-streaming textures. |
streamingMipmapUploadCount | How many times has a texture been uploaded due to texture mipmap streaming. |
streamingRendererCount | Number of renderers registered with the texture streaming system. |
streamingTextureCount | Number of streaming textures. |
streamingTextureDiscardUnusedMips | Force the streaming texture system to discard all unused mipmaps immediately, rather than caching them until the texture memory budget is exceeded. |
streamingTextureForceLoadAll | Force streaming textures to load all mipmap levels. |
streamingTextureLoadingCount | Number of streaming textures with mipmaps currently loading. |
streamingTexturePendingLoadCount | Number of streaming textures with outstanding mipmaps to be loaded. |
targetTextureMemory | The amount of memory used by textures after the mipmap streaming and budget are applied and loading is complete. |
totalTextureMemory | The total amount of memory that would be used by all textures at mipmap level 0. |
hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? |
name | The name of the object. |
antiAliasing | The antialiasing level for the RenderTexture. |
autoGenerateMips | Mipmap levels are generated automatically when this flag is set. |
bindTextureMS | If 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. |
colorBuffer | Color buffer of the render texture (Read Only). |
depth | The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported). |
depthBuffer | Depth/stencil buffer of the render texture (Read Only). |
descriptor | 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. |
dimension | Dimensionality (type) of the render texture. |
enableRandomWrite | Enable random access write into this render texture on Shader Model 5.0 level shaders. |
graphicsFormat | The color format of the render texture. |
height | The height of the render texture in pixels. |
memorylessMode | The render texture memoryless mode property. |
sRGB | Does this render texture use sRGB read/write conversions? (Read Only). |
stencilFormat | The 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. |
useDynamicScale | Is the render texture marked to be scaled by the Dynamic Resolution system. |
useMipMap | Render texture has mipmaps when this flag is set. |
volumeDepth | Volume extent of a 3D render texture or number of slices of array texture. |
vrUsage | If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. |
width | The width of the render texture in pixels. |
anisoLevel | Anisotropic filtering level of the texture. |
dimension | Dimensionality (type) of the texture (Read Only). |
filterMode | Filtering mode of the texture. |
graphicsFormat | Returns the GraphicsFormat format or color format of a texture object. |
height | Height of the texture in pixels. (Read Only) |
imageContentsHash | The hash value of the Texture. |
isReadable | Returns true if the Read/Write Enabled checkbox was checked when the texture was imported; otherwise returns false. For a dynamic Texture created from script, always returns true. For additional information, see TextureImporter.isReadable. |
mipMapBias | Mip map bias of the texture. |
mipmapCount | How many mipmap levels are in this texture (Read Only). |
updateCount | This counter is incremented when the texture is updated. |
width | Width of the texture in pixels. (Read Only) |
wrapMode | Texture coordinate wrapping mode. |
wrapModeU | Texture U coordinate wrapping mode. |
wrapModeV | Texture V coordinate wrapping mode. |
wrapModeW | Texture W coordinate wrapping mode for Texture3D. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the object. |
ConvertToEquirect | Converts 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. |
Create | Actually creates the RenderTexture. |
DiscardContents | Hint the GPU driver that the contents of the RenderTexture will not be used. |
GenerateMips | Generate mipmap levels of a render texture. |
GetNativeDepthBufferPtr | Retrieve a native (underlying graphics API) pointer to the depth buffer resource. |
IsCreated | Is the render texture actually created? |
MarkRestoreExpected | Indicate that there's a RenderTexture restore operation expected. |
Release | Releases the RenderTexture. |
ResolveAntiAliasedSurface | Force an antialiased render texture to be resolved. |
SetGlobalShaderProperty | Assigns this RenderTexture as a global shader property named propertyName. |
GetNativeTexturePtr | Retrieve a native (underlying graphics API) pointer to the texture resource. |
IncrementUpdateCount | Increment the update counter. |
Destroy | Removes a GameObject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Gets a list of all loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
GetTemporary | Allocate a temporary render texture. |
ReleaseTemporary | Release a temporary texture allocated with GetTemporary. |
SupportsStencil | Does a RenderTexture have stencil buffer? |
SetGlobalAnisotropicFilteringLimits | Sets Anisotropic limits. |
SetStreamingTextureMaterialDebugProperties | Uploads additional debug information to materials using textures set to stream mip maps. |
bool | Does 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. |