Version: 2023.2
언어: 한국어
public void ConfigureTarget (Rendering.RenderTargetIdentifier target, bool loadExistingContents, bool storeResults);

파라미터

tgt The surface to use as the backing storage for this AttachmentDescriptor.
loadExistingContents Whether to read in the existing contents of the surface when the RenderPass starts.
storeResults Whether to store the rendering results of the attachment when the RenderPass ends.

설명

Binds this AttachmentDescriptor to the given target surface.

This method sets the backing storage of this AttachmentDescriptor to the given target surface.

If loadExistingContents is true, changes loadAction to RenderBufferStoreAction.Load unless the load action is already set to RenderBufferStoreAction.Clear, in which case this parameter is ignored.

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.

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