Version: 2021.1
언어: 한국어

RenderTextureConstructor

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

파라미터

width Texture width in pixels.
height Texture height in pixels.
depth Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.
format Texture color format.
readWrite How or if color space conversions should be done on texture read/write.
desc Create the RenderTexture with the settings in the RenderTextureDescriptor.
textureToCopy Copy the settings from another RenderTexture.

설명

Creates a new RenderTexture object.

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); } }
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961