RenderTextureConstructor

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public RenderTexture (int width, int height, int depth, RenderTextureFormat format= RenderTextureFormat.Default, RenderTextureReadWrite readWrite= RenderTextureReadWrite.Default);
public RenderTexture (RenderTexture textureToCopy);
public RenderTexture (RenderTextureDescriptor desc);

Parámetros

widthAnchura de textura en pixeles.
heightAltura de textura en pixeles.
depthCantidad de bits en el buffer de profundidad (0, 16, o 24). Tenga en cuenta que solamente 24 bit de profundidad tiene stencil buffer.
formatFormato de color de textura.
readWriteCómo o si las conversiones del espacio del color se deben hacer en la lectura/escritura de la textura.
descCreate the RenderTexture with the settings in the RenderTextureDescriptor.
textureToCopyCopy the settings from another RenderTexture.

Descripción

Crea un nuevo objeto RenderTexture.

The render texture is created with width by height size, with a depth buffer of depth bits (depth can be 0, 16 or 24), 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.

See Also: format variable, GetTemporary.

using UnityEngine;

public class Example : MonoBehaviour { public RenderTexture rt;

void Start() { rt = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32); } }
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