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GetTemporaryRTArray

Add a "get a temporary render texture array" command.
Read time 12 minutesLast updated 4 days ago

Definition

GetTemporaryRTArray(int, int, int, int, int, FilterMode, GraphicsFormat, int, bool, bool)

Add a "get a temporary render texture array" command.
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, FilterMode filter, GraphicsFormat format, int antiAliasing, bool enableRandomWrite, bool useDynamicScale)

Parameters

nameID

Shader property name for this texture.

width

Width in pixels, or -1 for "camera pixel width".

height

Height in pixels, or -1 for "camera pixel height".

slices

Number of slices in texture array.

depthBuffer

Depth buffer bits (0, 16 or 24).

Texture filtering mode (default is Point).

Format of the render texture (default is ARGB32).

antiAliasing

Anti-aliasing (default is no anti-aliasing).

enableRandomWrite

Should random-write access into the texture be enabled (default is false).

useDynamicScale

Whether to enable DynamicResolution for the texture array.

Remarks

This creates a temporary render texture array with given parameters, and sets it up as a global shader property with nameID. Use Shader.PropertyToID to create the integer name.
Release the temporary render texture array using CommandBuffer.ReleaseTemporaryRT, passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after Graphics.ExecuteCommandBuffer is done.
After getting a temporary render texture array, you can set it as active (CommandBuffer.SetRenderTarget) or blit to/from it (CommandBuffer.Blit). You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).

GetTemporaryRTArray(int, int, int, int, int, FilterMode, GraphicsFormat, int, bool)

Add a "get a temporary render texture array" command.
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, FilterMode filter, GraphicsFormat format, int antiAliasing, bool enableRandomWrite)

Parameters

nameID

Shader property name for this texture.

width

Width in pixels, or -1 for "camera pixel width".

height

Height in pixels, or -1 for "camera pixel height".

slices

Number of slices in texture array.

depthBuffer

Depth buffer bits (0, 16 or 24).

Texture filtering mode (default is Point).

Format of the render texture (default is ARGB32).

antiAliasing

Anti-aliasing (default is no anti-aliasing).

enableRandomWrite

Should random-write access into the texture be enabled (default is false).

Remarks

This creates a temporary render texture array with given parameters, and sets it up as a global shader property with nameID. Use Shader.PropertyToID to create the integer name.
Release the temporary render texture array using CommandBuffer.ReleaseTemporaryRT, passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after Graphics.ExecuteCommandBuffer is done.
After getting a temporary render texture array, you can set it as active (CommandBuffer.SetRenderTarget) or blit to/from it (CommandBuffer.Blit). You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).

GetTemporaryRTArray(int, int, int, int, int, FilterMode, GraphicsFormat, int)

Add a "get a temporary render texture array" command.
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, FilterMode filter, GraphicsFormat format, int antiAliasing)

Parameters

nameID

Shader property name for this texture.

width

Width in pixels, or -1 for "camera pixel width".

height

Height in pixels, or -1 for "camera pixel height".

slices

Number of slices in texture array.

depthBuffer

Depth buffer bits (0, 16 or 24).

Texture filtering mode (default is Point).

Format of the render texture (default is ARGB32).

antiAliasing

Anti-aliasing (default is no anti-aliasing).

Remarks

This creates a temporary render texture array with given parameters, and sets it up as a global shader property with nameID. Use Shader.PropertyToID to create the integer name.
Release the temporary render texture array using CommandBuffer.ReleaseTemporaryRT, passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after Graphics.ExecuteCommandBuffer is done.
After getting a temporary render texture array, you can set it as active (CommandBuffer.SetRenderTarget) or blit to/from it (CommandBuffer.Blit). You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).

GetTemporaryRTArray(int, int, int, int, int, FilterMode, GraphicsFormat)

Add a "get a temporary render texture array" command.
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, FilterMode filter, GraphicsFormat format)

Parameters

nameID

Shader property name for this texture.

width

Width in pixels, or -1 for "camera pixel width".

height

Height in pixels, or -1 for "camera pixel height".

slices

Number of slices in texture array.

depthBuffer

Depth buffer bits (0, 16 or 24).

Texture filtering mode (default is Point).

Format of the render texture (default is ARGB32).

Remarks

This creates a temporary render texture array with given parameters, and sets it up as a global shader property with nameID. Use Shader.PropertyToID to create the integer name.
Release the temporary render texture array using CommandBuffer.ReleaseTemporaryRT, passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after Graphics.ExecuteCommandBuffer is done.
After getting a temporary render texture array, you can set it as active (CommandBuffer.SetRenderTarget) or blit to/from it (CommandBuffer.Blit). You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).

GetTemporaryRTArray(int, int, int, int, int, FilterMode, RenderTextureFormat, RenderTextureReadWrite, int, bool)

Add a "get a temporary render texture array" command.
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, FilterMode filter, RenderTextureFormat format, RenderTextureReadWrite readWrite, int antiAliasing, bool enableRandomWrite)

Parameters

nameID

Shader property name for this texture.

width

Width in pixels, or -1 for "camera pixel width".

height

Height in pixels, or -1 for "camera pixel height".

slices

Number of slices in texture array.

depthBuffer

Depth buffer bits (0, 16 or 24).

Texture filtering mode (default is Point).

Format of the render texture (default is ARGB32).

Color space conversion mode.

antiAliasing

Anti-aliasing (default is no anti-aliasing).

enableRandomWrite

Should random-write access into the texture be enabled (default is false).

Remarks

This creates a temporary render texture array with given parameters, and sets it up as a global shader property with nameID. Use Shader.PropertyToID to create the integer name.
Release the temporary render texture array using CommandBuffer.ReleaseTemporaryRT, passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after Graphics.ExecuteCommandBuffer is done.
After getting a temporary render texture array, you can set it as active (CommandBuffer.SetRenderTarget) or blit to/from it (CommandBuffer.Blit). You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).

GetTemporaryRTArray(int, int, int, int, int, FilterMode, RenderTextureFormat, RenderTextureReadWrite, int)

Add a "get a temporary render texture array" command.
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, FilterMode filter, RenderTextureFormat format, RenderTextureReadWrite readWrite, int antiAliasing)

Parameters

nameID

Shader property name for this texture.

width

Width in pixels, or -1 for "camera pixel width".

height

Height in pixels, or -1 for "camera pixel height".

slices

Number of slices in texture array.

depthBuffer

Depth buffer bits (0, 16 or 24).

Texture filtering mode (default is Point).

Format of the render texture (default is ARGB32).

Color space conversion mode.

antiAliasing

Anti-aliasing (default is no anti-aliasing).

Remarks

This creates a temporary render texture array with given parameters, and sets it up as a global shader property with nameID. Use Shader.PropertyToID to create the integer name.
Release the temporary render texture array using CommandBuffer.ReleaseTemporaryRT, passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after Graphics.ExecuteCommandBuffer is done.
After getting a temporary render texture array, you can set it as active (CommandBuffer.SetRenderTarget) or blit to/from it (CommandBuffer.Blit). You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).

GetTemporaryRTArray(int, int, int, int, int, FilterMode, RenderTextureFormat, RenderTextureReadWrite)

Add a "get a temporary render texture array" command.
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, FilterMode filter, RenderTextureFormat format, RenderTextureReadWrite readWrite)

Parameters

nameID

Shader property name for this texture.

width

Width in pixels, or -1 for "camera pixel width".

height

Height in pixels, or -1 for "camera pixel height".

slices

Number of slices in texture array.

depthBuffer

Depth buffer bits (0, 16 or 24).

Texture filtering mode (default is Point).

Format of the render texture (default is ARGB32).

Color space conversion mode.

Remarks

This creates a temporary render texture array with given parameters, and sets it up as a global shader property with nameID. Use Shader.PropertyToID to create the integer name.
Release the temporary render texture array using CommandBuffer.ReleaseTemporaryRT, passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after Graphics.ExecuteCommandBuffer is done.
After getting a temporary render texture array, you can set it as active (CommandBuffer.SetRenderTarget) or blit to/from it (CommandBuffer.Blit). You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).

GetTemporaryRTArray(int, int, int, int, int, FilterMode, RenderTextureFormat)

Add a "get a temporary render texture array" command.
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, FilterMode filter, RenderTextureFormat format)

Parameters

nameID

Shader property name for this texture.

width

Width in pixels, or -1 for "camera pixel width".

height

Height in pixels, or -1 for "camera pixel height".

slices

Number of slices in texture array.

depthBuffer

Depth buffer bits (0, 16 or 24).

Texture filtering mode (default is Point).

Format of the render texture (default is ARGB32).

Remarks

This creates a temporary render texture array with given parameters, and sets it up as a global shader property with nameID. Use Shader.PropertyToID to create the integer name.
Release the temporary render texture array using CommandBuffer.ReleaseTemporaryRT, passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after Graphics.ExecuteCommandBuffer is done.
After getting a temporary render texture array, you can set it as active (CommandBuffer.SetRenderTarget) or blit to/from it (CommandBuffer.Blit). You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).

GetTemporaryRTArray(int, int, int, int, int, FilterMode)

Add a "get a temporary render texture array" command.
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, FilterMode filter)

Parameters

nameID

Shader property name for this texture.

width

Width in pixels, or -1 for "camera pixel width".

height

Height in pixels, or -1 for "camera pixel height".

slices

Number of slices in texture array.

depthBuffer

Depth buffer bits (0, 16 or 24).

Texture filtering mode (default is Point).

Remarks

This creates a temporary render texture array with given parameters, and sets it up as a global shader property with nameID. Use Shader.PropertyToID to create the integer name.
Release the temporary render texture array using CommandBuffer.ReleaseTemporaryRT, passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after Graphics.ExecuteCommandBuffer is done.
After getting a temporary render texture array, you can set it as active (CommandBuffer.SetRenderTarget) or blit to/from it (CommandBuffer.Blit). You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).

GetTemporaryRTArray(int, int, int, int, int)

Add a "get a temporary render texture array" command.
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer)

Parameters

nameID

Shader property name for this texture.

width

Width in pixels, or -1 for "camera pixel width".

height

Height in pixels, or -1 for "camera pixel height".

slices

Number of slices in texture array.

depthBuffer

Depth buffer bits (0, 16 or 24).

Remarks

This creates a temporary render texture array with given parameters, and sets it up as a global shader property with nameID. Use Shader.PropertyToID to create the integer name.
Release the temporary render texture array using CommandBuffer.ReleaseTemporaryRT, passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after Graphics.ExecuteCommandBuffer is done.
After getting a temporary render texture array, you can set it as active (CommandBuffer.SetRenderTarget) or blit to/from it (CommandBuffer.Blit). You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).

GetTemporaryRTArray(int, int, int, int)

Add a "get a temporary render texture array" command.
public void GetTemporaryRTArray(int nameID, int width, int height, int slices)

Parameters

nameID

Shader property name for this texture.

width

Width in pixels, or -1 for "camera pixel width".

height

Height in pixels, or -1 for "camera pixel height".

slices

Number of slices in texture array.

Remarks

This creates a temporary render texture array with given parameters, and sets it up as a global shader property with nameID. Use Shader.PropertyToID to create the integer name.
Release the temporary render texture array using CommandBuffer.ReleaseTemporaryRT, passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after Graphics.ExecuteCommandBuffer is done.
After getting a temporary render texture array, you can set it as active (CommandBuffer.SetRenderTarget) or blit to/from it (CommandBuffer.Blit). You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).