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Unity Engine


RTClearFlags

Flags that determine which render targets Unity clears when you use CommandBuffer.ClearRenderTarget.
Read time 1 minuteLast updated 5 days ago

Definition

[Flags]public enum RTClearFlags

Remarks

You can combine flags by using the bitwise OR operator.

Examples

using UnityEngine;using UnityEngine.Rendering;// Attach this script to a Camera and select a Clear Mode.// When you enter Play mode, a command buffer clears the screen with different clear parameters.[RequireComponent(typeof(Camera))]public class MyClearScript : MonoBehaviour{ public enum ClearMode { All, ColorStencil } public ClearMode m_ClearMode; void Start() { var camera = GetComponent<Camera>(); var buffer = new CommandBuffer(); switch (m_ClearMode) { case ClearMode.All: // Clear color, depth and stencil render targets. Stencil is cleared with value 0xF0. buffer.ClearRenderTarget(RTClearFlags.All, Color.red, 1.0f, 0xF0); break; case ClearMode.ColorStencil: // Clear only color and stencil render targets. Stencil is cleared with value 0xF0. buffer.ClearRenderTarget((RTClearFlags)((int)RTClearFlags.Color | (int)RTClearFlags.Stencil), Color.green, 1.0f, 0xF0); break; } camera.AddCommandBuffer(CameraEvent.AfterSkybox, buffer); }}

Fields

Value

Description

AllClear all color render targets, the depth buffer, and the stencil buffer. This is equivalent to combining RTClearFlags.Color, RTClearFlags.Depth and RTClearFlags.Stencil.
ColorClear all color render targets.
ColorDepthClear both the color and the depth buffer. This is equivalent to combining RTClearFlags.Color and RTClearFlags.Depth.
ColorStencilClear both the color and the stencil buffer. This is equivalent to combining RTClearFlags.Color and RTClearFlags.Stencil.
DepthClear the depth buffer.
DepthStencilClear both the depth and the stencil buffer. This is equivalent to combining RTClearFlags.Depth and RTClearFlags.Stencil.
NoneDo not clear any render target.
StencilClear the stencil buffer.