# GetTemporaryRTArray

> Add a "get a temporary render texture array" command.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.Rendering](/engine/6000.0/script-reference/unityengine/rendering.md)
* **Assembly:** UnityEngine.CoreModule

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

Add a "get a temporary render texture array" command.

```csharp
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, FilterMode filter, GraphicsFormat format, int antiAliasing, bool enableRandomWrite, bool useDynamicScale)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Shader property name for this texture.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Width in pixels, or -1 for "camera pixel width".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Height in pixels, or -1 for "camera pixel height".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Number of slices in texture array.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Depth buffer bits (0, 16 or 24).**** (\[FilterMode]\(/engine/6000.0/script-reference/unityengine/filtermode)): Texture filtering mode (default is Point).**** (\[GraphicsFormat]\(/engine/6000.0/script-reference/unityengine/experimental/rendering/graphicsformat)): Format of the render texture (default is ARGB32).**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Anti-aliasing (default is no anti-aliasing).**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Should random-write access into the texture be enabled (default is false).**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): 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](/engine/6000.0/script-reference/unityengine/shader/propertytoid.md) to create the integer name.

Release the temporary render texture array using [CommandBuffer.ReleaseTemporaryRT](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after [Graphics.ExecuteCommandBuffer](/engine/6000.0/script-reference/unityengine/graphics/executecommandbuffer.md) is done.

After getting a temporary render texture array, you can set it as active ([CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md)) or blit to/from it ([CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md)). 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](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), [CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md), [CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md).

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

Add a "get a temporary render texture array" command.

```csharp
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, FilterMode filter, GraphicsFormat format, int antiAliasing, bool enableRandomWrite)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Shader property name for this texture.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Width in pixels, or -1 for "camera pixel width".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Height in pixels, or -1 for "camera pixel height".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Number of slices in texture array.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Depth buffer bits (0, 16 or 24).**** (\[FilterMode]\(/engine/6000.0/script-reference/unityengine/filtermode)): Texture filtering mode (default is Point).**** (\[GraphicsFormat]\(/engine/6000.0/script-reference/unityengine/experimental/rendering/graphicsformat)): Format of the render texture (default is ARGB32).**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Anti-aliasing (default is no anti-aliasing).**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): 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](/engine/6000.0/script-reference/unityengine/shader/propertytoid.md) to create the integer name.

Release the temporary render texture array using [CommandBuffer.ReleaseTemporaryRT](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after [Graphics.ExecuteCommandBuffer](/engine/6000.0/script-reference/unityengine/graphics/executecommandbuffer.md) is done.

After getting a temporary render texture array, you can set it as active ([CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md)) or blit to/from it ([CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md)). 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](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), [CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md), [CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md).

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

Add a "get a temporary render texture array" command.

```csharp
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, FilterMode filter, GraphicsFormat format, int antiAliasing)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Shader property name for this texture.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Width in pixels, or -1 for "camera pixel width".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Height in pixels, or -1 for "camera pixel height".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Number of slices in texture array.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Depth buffer bits (0, 16 or 24).**** (\[FilterMode]\(/engine/6000.0/script-reference/unityengine/filtermode)): Texture filtering mode (default is Point).**** (\[GraphicsFormat]\(/engine/6000.0/script-reference/unityengine/experimental/rendering/graphicsformat)): Format of the render texture (default is ARGB32).**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): 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](/engine/6000.0/script-reference/unityengine/shader/propertytoid.md) to create the integer name.

Release the temporary render texture array using [CommandBuffer.ReleaseTemporaryRT](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after [Graphics.ExecuteCommandBuffer](/engine/6000.0/script-reference/unityengine/graphics/executecommandbuffer.md) is done.

After getting a temporary render texture array, you can set it as active ([CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md)) or blit to/from it ([CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md)). 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](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), [CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md), [CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md).

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

Add a "get a temporary render texture array" command.

```csharp
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, FilterMode filter, GraphicsFormat format)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Shader property name for this texture.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Width in pixels, or -1 for "camera pixel width".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Height in pixels, or -1 for "camera pixel height".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Number of slices in texture array.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Depth buffer bits (0, 16 or 24).**** (\[FilterMode]\(/engine/6000.0/script-reference/unityengine/filtermode)): Texture filtering mode (default is Point).**** (\[GraphicsFormat]\(/engine/6000.0/script-reference/unityengine/experimental/rendering/graphicsformat)): 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](/engine/6000.0/script-reference/unityengine/shader/propertytoid.md) to create the integer name.

Release the temporary render texture array using [CommandBuffer.ReleaseTemporaryRT](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after [Graphics.ExecuteCommandBuffer](/engine/6000.0/script-reference/unityengine/graphics/executecommandbuffer.md) is done.

After getting a temporary render texture array, you can set it as active ([CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md)) or blit to/from it ([CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md)). 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](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), [CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md), [CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md).

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

Add a "get a temporary render texture array" command.

```csharp
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, FilterMode filter, RenderTextureFormat format, RenderTextureReadWrite readWrite, int antiAliasing, bool enableRandomWrite)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Shader property name for this texture.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Width in pixels, or -1 for "camera pixel width".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Height in pixels, or -1 for "camera pixel height".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Number of slices in texture array.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Depth buffer bits (0, 16 or 24).**** (\[FilterMode]\(/engine/6000.0/script-reference/unityengine/filtermode)): Texture filtering mode (default is Point).**** (\[RenderTextureFormat]\(/engine/6000.0/script-reference/unityengine/rendertextureformat)): Format of the render texture (default is ARGB32).**** (\[RenderTextureReadWrite]\(/engine/6000.0/script-reference/unityengine/rendertexturereadwrite)): Color space conversion mode.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Anti-aliasing (default is no anti-aliasing).**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): 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](/engine/6000.0/script-reference/unityengine/shader/propertytoid.md) to create the integer name.

Release the temporary render texture array using [CommandBuffer.ReleaseTemporaryRT](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after [Graphics.ExecuteCommandBuffer](/engine/6000.0/script-reference/unityengine/graphics/executecommandbuffer.md) is done.

After getting a temporary render texture array, you can set it as active ([CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md)) or blit to/from it ([CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md)). 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](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), [CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md), [CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md).

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

Add a "get a temporary render texture array" command.

```csharp
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, FilterMode filter, RenderTextureFormat format, RenderTextureReadWrite readWrite, int antiAliasing)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Shader property name for this texture.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Width in pixels, or -1 for "camera pixel width".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Height in pixels, or -1 for "camera pixel height".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Number of slices in texture array.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Depth buffer bits (0, 16 or 24).**** (\[FilterMode]\(/engine/6000.0/script-reference/unityengine/filtermode)): Texture filtering mode (default is Point).**** (\[RenderTextureFormat]\(/engine/6000.0/script-reference/unityengine/rendertextureformat)): Format of the render texture (default is ARGB32).**** (\[RenderTextureReadWrite]\(/engine/6000.0/script-reference/unityengine/rendertexturereadwrite)): Color space conversion mode.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): 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](/engine/6000.0/script-reference/unityengine/shader/propertytoid.md) to create the integer name.

Release the temporary render texture array using [CommandBuffer.ReleaseTemporaryRT](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after [Graphics.ExecuteCommandBuffer](/engine/6000.0/script-reference/unityengine/graphics/executecommandbuffer.md) is done.

After getting a temporary render texture array, you can set it as active ([CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md)) or blit to/from it ([CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md)). 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](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), [CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md), [CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md).

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

Add a "get a temporary render texture array" command.

```csharp
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, FilterMode filter, RenderTextureFormat format, RenderTextureReadWrite readWrite)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Shader property name for this texture.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Width in pixels, or -1 for "camera pixel width".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Height in pixels, or -1 for "camera pixel height".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Number of slices in texture array.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Depth buffer bits (0, 16 or 24).**** (\[FilterMode]\(/engine/6000.0/script-reference/unityengine/filtermode)): Texture filtering mode (default is Point).**** (\[RenderTextureFormat]\(/engine/6000.0/script-reference/unityengine/rendertextureformat)): Format of the render texture (default is ARGB32).**** (\[RenderTextureReadWrite]\(/engine/6000.0/script-reference/unityengine/rendertexturereadwrite)): 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](/engine/6000.0/script-reference/unityengine/shader/propertytoid.md) to create the integer name.

Release the temporary render texture array using [CommandBuffer.ReleaseTemporaryRT](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after [Graphics.ExecuteCommandBuffer](/engine/6000.0/script-reference/unityengine/graphics/executecommandbuffer.md) is done.

After getting a temporary render texture array, you can set it as active ([CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md)) or blit to/from it ([CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md)). 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](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), [CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md), [CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md).

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

Add a "get a temporary render texture array" command.

```csharp
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, FilterMode filter, RenderTextureFormat format)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Shader property name for this texture.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Width in pixels, or -1 for "camera pixel width".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Height in pixels, or -1 for "camera pixel height".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Number of slices in texture array.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Depth buffer bits (0, 16 or 24).**** (\[FilterMode]\(/engine/6000.0/script-reference/unityengine/filtermode)): Texture filtering mode (default is Point).**** (\[RenderTextureFormat]\(/engine/6000.0/script-reference/unityengine/rendertextureformat)): 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](/engine/6000.0/script-reference/unityengine/shader/propertytoid.md) to create the integer name.

Release the temporary render texture array using [CommandBuffer.ReleaseTemporaryRT](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after [Graphics.ExecuteCommandBuffer](/engine/6000.0/script-reference/unityengine/graphics/executecommandbuffer.md) is done.

After getting a temporary render texture array, you can set it as active ([CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md)) or blit to/from it ([CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md)). 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](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), [CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md), [CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md).

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

Add a "get a temporary render texture array" command.

```csharp
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer, FilterMode filter)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Shader property name for this texture.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Width in pixels, or -1 for "camera pixel width".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Height in pixels, or -1 for "camera pixel height".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Number of slices in texture array.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Depth buffer bits (0, 16 or 24).**** (\[FilterMode]\(/engine/6000.0/script-reference/unityengine/filtermode)): 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](/engine/6000.0/script-reference/unityengine/shader/propertytoid.md) to create the integer name.

Release the temporary render texture array using [CommandBuffer.ReleaseTemporaryRT](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after [Graphics.ExecuteCommandBuffer](/engine/6000.0/script-reference/unityengine/graphics/executecommandbuffer.md) is done.

After getting a temporary render texture array, you can set it as active ([CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md)) or blit to/from it ([CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md)). 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](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), [CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md), [CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md).

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

Add a "get a temporary render texture array" command.

```csharp
public void GetTemporaryRTArray(int nameID, int width, int height, int slices, int depthBuffer)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Shader property name for this texture.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Width in pixels, or -1 for "camera pixel width".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Height in pixels, or -1 for "camera pixel height".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Number of slices in texture array.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): 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](/engine/6000.0/script-reference/unityengine/shader/propertytoid.md) to create the integer name.

Release the temporary render texture array using [CommandBuffer.ReleaseTemporaryRT](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after [Graphics.ExecuteCommandBuffer](/engine/6000.0/script-reference/unityengine/graphics/executecommandbuffer.md) is done.

After getting a temporary render texture array, you can set it as active ([CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md)) or blit to/from it ([CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md)). 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](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), [CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md), [CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md).

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

Add a "get a temporary render texture array" command.

```csharp
public void GetTemporaryRTArray(int nameID, int width, int height, int slices)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Shader property name for this texture.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Width in pixels, or -1 for "camera pixel width".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Height in pixels, or -1 for "camera pixel height".**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): 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](/engine/6000.0/script-reference/unityengine/shader/propertytoid.md) to create the integer name.

Release the temporary render texture array using [CommandBuffer.ReleaseTemporaryRT](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), passing the same nameID. Any temporary textures that were not explicitly released will be removed after camera is done rendering, or after [Graphics.ExecuteCommandBuffer](/engine/6000.0/script-reference/unityengine/graphics/executecommandbuffer.md) is done.

After getting a temporary render texture array, you can set it as active ([CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md)) or blit to/from it ([CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md)). 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](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/releasetemporaryrt.md), [CommandBuffer.SetRenderTarget](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md), [CommandBuffer.Blit](/engine/6000.0/script-reference/unityengine/rendering/commandbuffer/blit.md).
