Legacy Documentation: Version 5.2
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Graphics.SetRenderTarget

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

Sumbission failed

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

Close

Cancel

Switch to Manual
public static function SetRenderTarget(setup: RenderTargetSetup): void;
public static void SetRenderTarget(RenderTargetSetup setup);
public static function SetRenderTarget(rt: RenderTexture): void;
public static void SetRenderTarget(RenderTexture rt);
public static function SetRenderTarget(rt: RenderTexture, mipLevel: int): void;
public static void SetRenderTarget(RenderTexture rt, int mipLevel);
public static function SetRenderTarget(rt: RenderTexture, mipLevel: int, face: CubemapFace): void;
public static void SetRenderTarget(RenderTexture rt, int mipLevel, CubemapFace face);
public static function SetRenderTarget(colorBuffer: RenderBuffer, depthBuffer: RenderBuffer): void;
public static void SetRenderTarget(RenderBuffer colorBuffer, RenderBuffer depthBuffer);
public static function SetRenderTarget(colorBuffers: RenderBuffer[], depthBuffer: RenderBuffer): void;
public static void SetRenderTarget(RenderBuffer[] colorBuffers, RenderBuffer depthBuffer);
public static function SetRenderTarget(colorBuffer: RenderBuffer, depthBuffer: RenderBuffer, mipLevel: int): void;
public static void SetRenderTarget(RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel);
public static function SetRenderTarget(colorBuffer: RenderBuffer, depthBuffer: RenderBuffer, mipLevel: int, face: CubemapFace): void;
public static void SetRenderTarget(RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel, CubemapFace face);

Parameters

Description

Sets current render target.

This function sets which RenderTexture or a RenderBuffer combination will be rendered into next. Use it when implementing custom rendering algorithms, where you need to render something into a render texture manually.

Variants with mipLevel and face arguments enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture.

The function call with colorBuffers array enables techniques that use Multiple Render Targets (MRT), where fragment shader can output more than one final color.

Calling SetRenderTarget with just a RenderTexture argument is the same as setting RenderTexture.active property.

See Also: RenderTexture, Graphics.activeColorBuffer, Graphics.activeDepthBuffer, SystemInfo.supportedRenderTargetCount.

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