GetTemporaryRTArray
Add a "get a temporary render texture array" command.
Read time 12 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine.Rendering
- Assembly: UnityEngine.CoreModule
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
Shader property name for this texture.
Width in pixels, or -1 for "camera pixel width".
Height in pixels, or -1 for "camera pixel height".
Number of slices in texture array.
Depth buffer bits (0, 16 or 24).
Texture filtering mode (default is Point).
Format of the render texture (default is ARGB32).
Anti-aliasing (default is no anti-aliasing).
Should random-write access into the texture be enabled (default is false).
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).
Additional Resources: CommandBuffer.ReleaseTemporaryRT, CommandBuffer.SetRenderTarget, CommandBuffer.Blit.
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
Shader property name for this texture.
Width in pixels, or -1 for "camera pixel width".
Height in pixels, or -1 for "camera pixel height".
Number of slices in texture array.
Depth buffer bits (0, 16 or 24).
Texture filtering mode (default is Point).
Format of the render texture (default is ARGB32).
Anti-aliasing (default is no anti-aliasing).
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).
Additional Resources: CommandBuffer.ReleaseTemporaryRT, CommandBuffer.SetRenderTarget, CommandBuffer.Blit.
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
Shader property name for this texture.
Width in pixels, or -1 for "camera pixel width".
Height in pixels, or -1 for "camera pixel height".
Number of slices in texture array.
Depth buffer bits (0, 16 or 24).
Texture filtering mode (default is Point).
Format of the render texture (default is ARGB32).
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).
Additional Resources: CommandBuffer.ReleaseTemporaryRT, CommandBuffer.SetRenderTarget, CommandBuffer.Blit.
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
Shader property name for this texture.
Width in pixels, or -1 for "camera pixel width".
Height in pixels, or -1 for "camera pixel height".
Number of slices in texture array.
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).
Additional Resources: CommandBuffer.ReleaseTemporaryRT, CommandBuffer.SetRenderTarget, CommandBuffer.Blit.
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
Shader property name for this texture.
Width in pixels, or -1 for "camera pixel width".
Height in pixels, or -1 for "camera pixel height".
Number of slices in texture array.
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.
Anti-aliasing (default is no anti-aliasing).
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).
Additional Resources: CommandBuffer.ReleaseTemporaryRT, CommandBuffer.SetRenderTarget, CommandBuffer.Blit.
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
Shader property name for this texture.
Width in pixels, or -1 for "camera pixel width".
Height in pixels, or -1 for "camera pixel height".
Number of slices in texture array.
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.
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).
Additional Resources: CommandBuffer.ReleaseTemporaryRT, CommandBuffer.SetRenderTarget, CommandBuffer.Blit.
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
Shader property name for this texture.
Width in pixels, or -1 for "camera pixel width".
Height in pixels, or -1 for "camera pixel height".
Number of slices in texture array.
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).
Additional Resources: CommandBuffer.ReleaseTemporaryRT, CommandBuffer.SetRenderTarget, CommandBuffer.Blit.
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
Shader property name for this texture.
Width in pixels, or -1 for "camera pixel width".
Height in pixels, or -1 for "camera pixel height".
Number of slices in texture array.
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).
Additional Resources: CommandBuffer.ReleaseTemporaryRT, CommandBuffer.SetRenderTarget, CommandBuffer.Blit.
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
Shader property name for this texture.
Width in pixels, or -1 for "camera pixel width".
Height in pixels, or -1 for "camera pixel height".
Number of slices in texture array.
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).
Additional Resources: CommandBuffer.ReleaseTemporaryRT, CommandBuffer.SetRenderTarget, CommandBuffer.Blit.
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
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).
Additional Resources: CommandBuffer.ReleaseTemporaryRT, CommandBuffer.SetRenderTarget, CommandBuffer.Blit.
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
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).
Additional Resources: CommandBuffer.ReleaseTemporaryRT, CommandBuffer.SetRenderTarget, CommandBuffer.Blit.