Legacy Documentation: Version 5.5
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CommandBuffer.SetRenderTarget

public void SetRenderTarget(Rendering.RenderTargetIdentifier rt);
public void SetRenderTarget(Rendering.RenderTargetIdentifier rt, int mipLevel);
public void SetRenderTarget(Rendering.RenderTargetIdentifier rt, int mipLevel, CubemapFace cubemapFace);
public void SetRenderTarget(Rendering.RenderTargetIdentifier color, Rendering.RenderTargetIdentifier depth);
public void SetRenderTarget(Rendering.RenderTargetIdentifier color, Rendering.RenderTargetIdentifier depth, int mipLevel);
public void SetRenderTarget(Rendering.RenderTargetIdentifier color, Rendering.RenderTargetIdentifier depth, int mipLevel, CubemapFace cubemapFace);
public void SetRenderTarget(RenderTargetIdentifier[] colors, Rendering.RenderTargetIdentifier depth);

Parameters

rt Render target to set for both color & depth buffers.
color Render target to set as a color buffer.
colors Render targets to set as color buffers (MRT).
depth Render target to set as a depth buffer.
mipLevel The mip level of the render target to render into.
cubemapFace The cubemap face of a cubemap render target to render into.

Description

Add a "set active render target" command.

Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.

You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).

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

Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.

See Also: GetTemporaryRT, ClearRenderTarget, Blit, RenderTargetIdentifier.

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