width | 纹理宽度(以像素为单位)。 |
height | 纹理高度(以像素为单位)。 |
depth | Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support. |
format | 纹理颜色格式。 |
colorFormat | RenderTexture 的颜色格式。 |
depthStencilFormat | The depth stencil format for the RenderTexture. |
mipCount | Amount of mips to allocate for the RenderTexture. |
readWrite | 如何或者是否应在读/写纹理时进行颜色空间转换。 |
desc | 使用 RenderTextureDescriptor 中的设置创建 RenderTexture。 |
textureToCopy | 从另一个 RenderTexture 复制设置。 |
创建一个新的 RenderTexture 对象。
The render texture is created with width
by height
size, with a depth buffer
of depth
bits (depth can be 0, 16, 24 or 32), and in format
format and with sRGB read / write on or off.
Note that constructing a RenderTexture object does not create the hardware representation immediately.
The actual render texture is created upon first use or when Create is called manually. So after
constructing the render texture, it is possible to set additional variables, like format,
dimension and so on.
Also note that your graphics device capabilities determine the maximum size of a RenderTexture. To determine the maximum size, use SystemInfo.maxTextureSize for 2D and cubemap RenderTextures, SystemInfo.maxTexture3DSize for 3D RenderTextures, and SystemInfo.maxTextureSize and SystemInfo.maxTextureArraySlices for 2D array RenderTextures.
When the requested size exceeds the maximum size, Unity's behavior varies. If the RenderTexture is not a 3D texture, and the requested size is a power of two, Unity automatically scales down the requested size by a factor of 2 until it is below the maximum, and then creates the RenderTexture at that size. Otherwise, Unity fails to create the RenderTexture, and throws an error.
See Also: format, GetTemporary.
using UnityEngine;
public class Example : MonoBehaviour { public RenderTexture rt;
void Start() { rt = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32); } }