width | ピクセル単位でのテクスチャ幅 |
height | ピクセル単位でのテクスチャ高さ |
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 | テクスチャの色の形式 |
colorFormat | The color format for the RenderTexture. |
depthStencilFormat | The depth stencil format for the RenderTexture. |
mipCount | Amount of mips to allocate for the RenderTexture. |
readWrite | 色空間変換がテクスチャで読み取りや書き込みを行う場合と方法 |
desc | Create the RenderTexture with the settings in the RenderTextureDescriptor. |
textureToCopy | Copy the settings from another RenderTexture. |
新規の RenderTexture オブジェクトを作成します
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); } }