tgt | 要用作此 AttachmentDescriptor 的备份存储的表面。 |
loadExistingContents | 是否在渲染通道启动时读取表面的现有内容。 |
storeResults | 是否在渲染通道结束时存储附件的渲染结果。 |
将此 AttachmentDescriptor 绑定到给定目标表面。
此方法将 AttachmentDescriptor 的备份存储设置为给定目标表面。
如果 loadExistingContents 为 true,则将 loadAction 更改为 RenderBufferStoreAction.Load,除非加载操作已经设置为 RenderBufferStoreAction.Clear,在这种情况下此参数会被忽略。
If storeResults
is true, changes storeAction to either RenderBufferStoreAction.Store or RenderBufferStoreAction.StoreAndResolve depending on whether the resolveAttachment
was configured or not.
Note: If you call both ConfigureResolveTarget with storeResults
set to true
and ConfigureTarget
, Unity stores both the resolved and unresolved MSAA surfaces respectively in resolveTarget
and loadStoreTarget
. This means Unity writes more data to memory.