Legacy Documentation: Version 5.3
LanguageEnglish
  • C#
  • JS

Script language

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

CommandBuffer.GetTemporaryRT

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

public function GetTemporaryRT(nameID: int, width: int, height: int, depthBuffer: int = 0, filter: FilterMode = FilterMode.Point, format: RenderTextureFormat = RenderTextureFormat.Default, readWrite: RenderTextureReadWrite = RenderTextureReadWrite.Default, antiAliasing: int = 1): void;
public void GetTemporaryRT(int nameID, int width, int height, int depthBuffer = 0, FilterMode filter = FilterMode.Point, RenderTextureFormat format = RenderTextureFormat.Default, RenderTextureReadWrite readWrite = RenderTextureReadWrite.Default, int antiAliasing = 1);

Parameters

nameID Shader property name for this texture.
width Width in pixels, or -1 for "camera pixel width".
height Height in pixels, or -1 for "camera pixel height".
depthBuffer Depth buffer bits (0, 16 or 24).
filter Texture filtering mode (default is Point).
format Format of the render texture (default is ARGB32).
readWrite Color space conversion mode.
antiAliasing Anti-aliasing (default is no anti-aliasing).

Description

Add a "get a temporary render texture" command.

This creates a temporary render texture with given parameters, and sets it up as a global shader property with nameID. Use Shader.PropertyToID to create the integer name.

Release the temporary render texture using ReleaseTemporaryRT, passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after Graphics.ExecuteCommandBuffer is done.

After getting a temporary render texture, you can set it as active (SetRenderTarget) or blit to/from it (Blit). You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).

See Also: ReleaseTemporaryRT, SetRenderTarget, Blit.

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