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Unity Engine


SetRenderTarget

Add a "set active render target" command.
Read time 23 minutesLast updated 4 days ago

Definition

SetRenderTarget(RenderTargetIdentifier)

Add a "set active render target" command.
public void SetRenderTarget(RenderTargetIdentifier rt)

Parameters

Render target to set for both color & depth buffers.

Remarks

Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with CommandBuffer.GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.
You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).
Variations of this method are available which take extra arguments such as mipLevel (int) and cubemapFace to enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture. Overloads setting a single RenderTarget and without explicit mipLevel, cubemapFace and depthSlice respect the mipLevel, cubemapFace and depthSlice values that were specified when creating the RenderTargetIdentifier. Overloads setting multiple render targets will set mipLevel, cubemapFace, and depthSlice to 0, Unknown, and 0 unless otherwise specified. If specified, it will use the specified mipLevel, cubemapFace, and depthSlice for all targets.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.
Clear is currently not supported. A subsequent call to CommandBuffer.ClearRenderTarget has the same effect and is optimized on graphics APIs that support clear load actions.

SetRenderTarget(RenderTargetIdentifier, RenderBufferLoadAction, RenderBufferStoreAction)

Add a "set active render target" command.
public void SetRenderTarget(RenderTargetIdentifier rt, RenderBufferLoadAction loadAction, RenderBufferStoreAction storeAction)

Parameters

Render target to set for both color & depth buffers.

Load action that is used for color and depth/stencil buffers.

Store action that is used for color and depth/stencil buffers.

Remarks

Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with CommandBuffer.GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.
You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).
Variations of this method are available which take extra arguments such as mipLevel (int) and cubemapFace to enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture. Overloads setting a single RenderTarget and without explicit mipLevel, cubemapFace and depthSlice respect the mipLevel, cubemapFace and depthSlice values that were specified when creating the RenderTargetIdentifier. Overloads setting multiple render targets will set mipLevel, cubemapFace, and depthSlice to 0, Unknown, and 0 unless otherwise specified. If specified, it will use the specified mipLevel, cubemapFace, and depthSlice for all targets.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.
Clear is currently not supported. A subsequent call to CommandBuffer.ClearRenderTarget has the same effect and is optimized on graphics APIs that support clear load actions.

SetRenderTarget(RenderTargetIdentifier, RenderBufferLoadAction, RenderBufferStoreAction, RenderBufferLoadAction, RenderBufferStoreAction)

Add a "set active render target" command.
public void SetRenderTarget(RenderTargetIdentifier rt, RenderBufferLoadAction colorLoadAction, RenderBufferStoreAction colorStoreAction, RenderBufferLoadAction depthLoadAction, RenderBufferStoreAction depthStoreAction)

Parameters

Render target to set for both color & depth buffers.

colorLoadAction

Load action that is used for the color buffer.

colorStoreAction

Store action that is used for the color buffer.

depthLoadAction

Load action that is used for the depth/stencil buffer.

depthStoreAction

Store action that is used for the depth/stencil buffer.

Remarks

Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with CommandBuffer.GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.
You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).
Variations of this method are available which take extra arguments such as mipLevel (int) and cubemapFace to enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture. Overloads setting a single RenderTarget and without explicit mipLevel, cubemapFace and depthSlice respect the mipLevel, cubemapFace and depthSlice values that were specified when creating the RenderTargetIdentifier. Overloads setting multiple render targets will set mipLevel, cubemapFace, and depthSlice to 0, Unknown, and 0 unless otherwise specified. If specified, it will use the specified mipLevel, cubemapFace, and depthSlice for all targets.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.
Clear is currently not supported. A subsequent call to CommandBuffer.ClearRenderTarget has the same effect and is optimized on graphics APIs that support clear load actions.

SetRenderTarget(RenderTargetIdentifier, int)

Add a "set active render target" command.
public void SetRenderTarget(RenderTargetIdentifier rt, int mipLevel)

Parameters

Render target to set for both color & depth buffers.

mipLevel

The mip level of the render target to render into.

Remarks

Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with CommandBuffer.GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.
You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).
Variations of this method are available which take extra arguments such as mipLevel (int) and cubemapFace to enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture. Overloads setting a single RenderTarget and without explicit mipLevel, cubemapFace and depthSlice respect the mipLevel, cubemapFace and depthSlice values that were specified when creating the RenderTargetIdentifier. Overloads setting multiple render targets will set mipLevel, cubemapFace, and depthSlice to 0, Unknown, and 0 unless otherwise specified. If specified, it will use the specified mipLevel, cubemapFace, and depthSlice for all targets.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.
Clear is currently not supported. A subsequent call to CommandBuffer.ClearRenderTarget has the same effect and is optimized on graphics APIs that support clear load actions.

SetRenderTarget(RenderTargetIdentifier, int, CubemapFace)

Add a "set active render target" command.
public void SetRenderTarget(RenderTargetIdentifier rt, int mipLevel, CubemapFace cubemapFace)

Parameters

Render target to set for both color & depth buffers.

mipLevel

The mip level of the render target to render into.

cubemapFace

The cubemap face of a cubemap render target to render into.

Remarks

Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with CommandBuffer.GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.
You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).
Variations of this method are available which take extra arguments such as mipLevel (int) and cubemapFace to enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture. Overloads setting a single RenderTarget and without explicit mipLevel, cubemapFace and depthSlice respect the mipLevel, cubemapFace and depthSlice values that were specified when creating the RenderTargetIdentifier. Overloads setting multiple render targets will set mipLevel, cubemapFace, and depthSlice to 0, Unknown, and 0 unless otherwise specified. If specified, it will use the specified mipLevel, cubemapFace, and depthSlice for all targets.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.
Clear is currently not supported. A subsequent call to CommandBuffer.ClearRenderTarget has the same effect and is optimized on graphics APIs that support clear load actions.

SetRenderTarget(RenderTargetIdentifier, int, CubemapFace, int)

Add a "set active render target" command.
public void SetRenderTarget(RenderTargetIdentifier rt, int mipLevel, CubemapFace cubemapFace, int depthSlice)

Parameters

Render target to set for both color & depth buffers.

mipLevel

The mip level of the render target to render into.

cubemapFace

The cubemap face of a cubemap render target to render into.

depthSlice

Slice of a 3D or array render target to set.

Remarks

Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with CommandBuffer.GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.
You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).
Variations of this method are available which take extra arguments such as mipLevel (int) and cubemapFace to enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture. Overloads setting a single RenderTarget and without explicit mipLevel, cubemapFace and depthSlice respect the mipLevel, cubemapFace and depthSlice values that were specified when creating the RenderTargetIdentifier. Overloads setting multiple render targets will set mipLevel, cubemapFace, and depthSlice to 0, Unknown, and 0 unless otherwise specified. If specified, it will use the specified mipLevel, cubemapFace, and depthSlice for all targets.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.
Clear is currently not supported. A subsequent call to CommandBuffer.ClearRenderTarget has the same effect and is optimized on graphics APIs that support clear load actions.

SetRenderTarget(RenderTargetIdentifier, RenderTargetIdentifier)

Add a "set active render target" command.
public void SetRenderTarget(RenderTargetIdentifier color, RenderTargetIdentifier depth)

Parameters

Render target to set as a color buffer.

Render target to set as a depth buffer.

Remarks

Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with CommandBuffer.GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.
You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).
Variations of this method are available which take extra arguments such as mipLevel (int) and cubemapFace to enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture. Overloads setting a single RenderTarget and without explicit mipLevel, cubemapFace and depthSlice respect the mipLevel, cubemapFace and depthSlice values that were specified when creating the RenderTargetIdentifier. Overloads setting multiple render targets will set mipLevel, cubemapFace, and depthSlice to 0, Unknown, and 0 unless otherwise specified. If specified, it will use the specified mipLevel, cubemapFace, and depthSlice for all targets.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.
Clear is currently not supported. A subsequent call to CommandBuffer.ClearRenderTarget has the same effect and is optimized on graphics APIs that support clear load actions.

SetRenderTarget(RenderTargetIdentifier, RenderTargetIdentifier, int)

Add a "set active render target" command.
public void SetRenderTarget(RenderTargetIdentifier color, RenderTargetIdentifier depth, int mipLevel)

Parameters

Render target to set as a color buffer.

Render target to set as a depth buffer.

mipLevel

The mip level of the render target to render into.

Remarks

Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with CommandBuffer.GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.
You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).
Variations of this method are available which take extra arguments such as mipLevel (int) and cubemapFace to enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture. Overloads setting a single RenderTarget and without explicit mipLevel, cubemapFace and depthSlice respect the mipLevel, cubemapFace and depthSlice values that were specified when creating the RenderTargetIdentifier. Overloads setting multiple render targets will set mipLevel, cubemapFace, and depthSlice to 0, Unknown, and 0 unless otherwise specified. If specified, it will use the specified mipLevel, cubemapFace, and depthSlice for all targets.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.
Clear is currently not supported. A subsequent call to CommandBuffer.ClearRenderTarget has the same effect and is optimized on graphics APIs that support clear load actions.

SetRenderTarget(RenderTargetIdentifier, RenderTargetIdentifier, int, CubemapFace)

Add a "set active render target" command.
public void SetRenderTarget(RenderTargetIdentifier color, RenderTargetIdentifier depth, int mipLevel, CubemapFace cubemapFace)

Parameters

Render target to set as a color buffer.

Render target to set as a depth buffer.

mipLevel

The mip level of the render target to render into.

cubemapFace

The cubemap face of a cubemap render target to render into.

Remarks

Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with CommandBuffer.GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.
You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).
Variations of this method are available which take extra arguments such as mipLevel (int) and cubemapFace to enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture. Overloads setting a single RenderTarget and without explicit mipLevel, cubemapFace and depthSlice respect the mipLevel, cubemapFace and depthSlice values that were specified when creating the RenderTargetIdentifier. Overloads setting multiple render targets will set mipLevel, cubemapFace, and depthSlice to 0, Unknown, and 0 unless otherwise specified. If specified, it will use the specified mipLevel, cubemapFace, and depthSlice for all targets.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.
Clear is currently not supported. A subsequent call to CommandBuffer.ClearRenderTarget has the same effect and is optimized on graphics APIs that support clear load actions.

SetRenderTarget(RenderTargetIdentifier, RenderTargetIdentifier, int, CubemapFace, int)

Add a "set active render target" command.
public void SetRenderTarget(RenderTargetIdentifier color, RenderTargetIdentifier depth, int mipLevel, CubemapFace cubemapFace, int depthSlice)

Parameters

Render target to set as a color buffer.

Render target to set as a depth buffer.

mipLevel

The mip level of the render target to render into.

cubemapFace

The cubemap face of a cubemap render target to render into.

depthSlice

Slice of a 3D or array render target to set.

Remarks

Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with CommandBuffer.GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.
You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).
Variations of this method are available which take extra arguments such as mipLevel (int) and cubemapFace to enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture. Overloads setting a single RenderTarget and without explicit mipLevel, cubemapFace and depthSlice respect the mipLevel, cubemapFace and depthSlice values that were specified when creating the RenderTargetIdentifier. Overloads setting multiple render targets will set mipLevel, cubemapFace, and depthSlice to 0, Unknown, and 0 unless otherwise specified. If specified, it will use the specified mipLevel, cubemapFace, and depthSlice for all targets.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.
Clear is currently not supported. A subsequent call to CommandBuffer.ClearRenderTarget has the same effect and is optimized on graphics APIs that support clear load actions.

SetRenderTarget(RenderTargetIdentifier, RenderBufferLoadAction, RenderBufferStoreAction, RenderTargetIdentifier, RenderBufferLoadAction, RenderBufferStoreAction)

Add a "set active render target" command.
public void SetRenderTarget(RenderTargetIdentifier color, RenderBufferLoadAction colorLoadAction, RenderBufferStoreAction colorStoreAction, RenderTargetIdentifier depth, RenderBufferLoadAction depthLoadAction, RenderBufferStoreAction depthStoreAction)

Parameters

Render target to set as a color buffer.

colorLoadAction

Load action that is used for the color buffer.

colorStoreAction

Store action that is used for the color buffer.

Render target to set as a depth buffer.

depthLoadAction

Load action that is used for the depth/stencil buffer.

depthStoreAction

Store action that is used for the depth/stencil buffer.

Remarks

Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with CommandBuffer.GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.
You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).
Variations of this method are available which take extra arguments such as mipLevel (int) and cubemapFace to enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture. Overloads setting a single RenderTarget and without explicit mipLevel, cubemapFace and depthSlice respect the mipLevel, cubemapFace and depthSlice values that were specified when creating the RenderTargetIdentifier. Overloads setting multiple render targets will set mipLevel, cubemapFace, and depthSlice to 0, Unknown, and 0 unless otherwise specified. If specified, it will use the specified mipLevel, cubemapFace, and depthSlice for all targets.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.
Clear is currently not supported. A subsequent call to CommandBuffer.ClearRenderTarget has the same effect and is optimized on graphics APIs that support clear load actions.

SetRenderTarget(RenderTargetIdentifier[], RenderTargetIdentifier)

Add a "set active render target" command.
public void SetRenderTarget(RenderTargetIdentifier[] colors, RenderTargetIdentifier depth)

Parameters

Render targets to set as color buffers (MRT).

Render target to set as a depth buffer.

Remarks

Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with CommandBuffer.GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.
You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).
Variations of this method are available which take extra arguments such as mipLevel (int) and cubemapFace to enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture. Overloads setting a single RenderTarget and without explicit mipLevel, cubemapFace and depthSlice respect the mipLevel, cubemapFace and depthSlice values that were specified when creating the RenderTargetIdentifier. Overloads setting multiple render targets will set mipLevel, cubemapFace, and depthSlice to 0, Unknown, and 0 unless otherwise specified. If specified, it will use the specified mipLevel, cubemapFace, and depthSlice for all targets.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.
Clear is currently not supported. A subsequent call to CommandBuffer.ClearRenderTarget has the same effect and is optimized on graphics APIs that support clear load actions.

SetRenderTarget(RenderTargetIdentifier[], RenderTargetIdentifier, int, CubemapFace, int)

Add a "set active render target" command.
public void SetRenderTarget(RenderTargetIdentifier[] colors, RenderTargetIdentifier depth, int mipLevel, CubemapFace cubemapFace, int depthSlice)

Parameters

Render targets to set as color buffers (MRT).

Render target to set as a depth buffer.

mipLevel

The mip level of the render target to render into.

cubemapFace

The cubemap face of a cubemap render target to render into.

depthSlice

Slice of a 3D or array render target to set.

Remarks

Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with CommandBuffer.GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.
You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).
Variations of this method are available which take extra arguments such as mipLevel (int) and cubemapFace to enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture. Overloads setting a single RenderTarget and without explicit mipLevel, cubemapFace and depthSlice respect the mipLevel, cubemapFace and depthSlice values that were specified when creating the RenderTargetIdentifier. Overloads setting multiple render targets will set mipLevel, cubemapFace, and depthSlice to 0, Unknown, and 0 unless otherwise specified. If specified, it will use the specified mipLevel, cubemapFace, and depthSlice for all targets.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.
Clear is currently not supported. A subsequent call to CommandBuffer.ClearRenderTarget has the same effect and is optimized on graphics APIs that support clear load actions.

SetRenderTarget(RenderTargetBinding, int, CubemapFace, int)

Add a "set active render target" command.
public void SetRenderTarget(RenderTargetBinding binding, int mipLevel, CubemapFace cubemapFace, int depthSlice)

Parameters


mipLevel

The mip level of the render target to render into.

cubemapFace

The cubemap face of a cubemap render target to render into.

depthSlice

Slice of a 3D or array render target to set.

Remarks

Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with CommandBuffer.GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.
You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).
Variations of this method are available which take extra arguments such as mipLevel (int) and cubemapFace to enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture. Overloads setting a single RenderTarget and without explicit mipLevel, cubemapFace and depthSlice respect the mipLevel, cubemapFace and depthSlice values that were specified when creating the RenderTargetIdentifier. Overloads setting multiple render targets will set mipLevel, cubemapFace, and depthSlice to 0, Unknown, and 0 unless otherwise specified. If specified, it will use the specified mipLevel, cubemapFace, and depthSlice for all targets.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.
Clear is currently not supported. A subsequent call to CommandBuffer.ClearRenderTarget has the same effect and is optimized on graphics APIs that support clear load actions.

SetRenderTarget(RenderTargetBinding)

Add a "set active render target" command.
public void SetRenderTarget(RenderTargetBinding binding)

Parameters

Remarks

Render texture to use can be indicated in several ways: a RenderTexture object, a temporary render texture created with CommandBuffer.GetTemporaryRT, or one of built-in temporary textures (BuiltinRenderTextureType). All that is expressed by a RenderTargetIdentifier struct, which has implicit conversion operators to save on typing.
You do not explicitly need to preserve active render targets during command buffer execution (current render targets are saved & restored afterwards).
Variations of this method are available which take extra arguments such as mipLevel (int) and cubemapFace to enable rendering into a specific mipmap level of a RenderTexture, or specific cubemap face of a cubemap RenderTexture. Overloads setting a single RenderTarget and without explicit mipLevel, cubemapFace and depthSlice respect the mipLevel, cubemapFace and depthSlice values that were specified when creating the RenderTargetIdentifier. Overloads setting multiple render targets will set mipLevel, cubemapFace, and depthSlice to 0, Unknown, and 0 unless otherwise specified. If specified, it will use the specified mipLevel, cubemapFace, and depthSlice for all targets.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.
Clear is currently not supported. A subsequent call to CommandBuffer.ClearRenderTarget has the same effect and is optimized on graphics APIs that support clear load actions.