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Unity Engine


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Unity Engine


RenderTexture

Creates a new RenderTexture object.
Read time 5 minutesLast updated 4 days ago

Definition

  • Type: Constructor
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

RenderTexture()

Creates a new RenderTexture object.
protected RenderTexture()

Remarks

The render texture is created with width by height size, with a depth buffer of depth bits (depth can be 0, 16, 24 or 32), and in format format and with sRGB read / write on or off.
Note that constructing a RenderTexture object does not create the hardware representation immediately. The actual render texture is created upon first use or when RenderTexture.Create is called manually. So after constructing the render texture, it is possible to set additional variables, like format, RenderTexture.dimension and so on.
Also note that your graphics device capabilities determine the maximum size of a RenderTexture. To determine the maximum size, use SystemInfo.maxTextureSize for 2D and cubemap RenderTextures, SystemInfo.maxTexture3DSize for 3D RenderTextures, and SystemInfo.maxTextureSize and SystemInfo.maxTextureArraySlices for 2D array RenderTextures.
When the requested size exceeds the maximum size, Unity's behavior varies. If the RenderTexture is not a 3D texture, and the requested size is a power of two, Unity automatically scales down the requested size by a factor of 2 until it is below the maximum, and then creates the RenderTexture at that size. Otherwise, Unity fails to create the RenderTexture, and throws an error.
Additional Resources: format, RenderTexture.GetTemporary.

Examples

using UnityEngine;public class Example : MonoBehaviour{ public RenderTexture rt; void Start() { rt = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32); }}

RenderTexture(RenderTextureDescriptor)

Creates a new RenderTexture object.
public RenderTexture(RenderTextureDescriptor desc)

Parameters

Create the RenderTexture with the settings in the RenderTextureDescriptor.

Remarks

The render texture is created with width by height size, with a depth buffer of depth bits (depth can be 0, 16, 24 or 32), and in format format and with sRGB read / write on or off.
Note that constructing a RenderTexture object does not create the hardware representation immediately. The actual render texture is created upon first use or when RenderTexture.Create is called manually. So after constructing the render texture, it is possible to set additional variables, like format, RenderTexture.dimension and so on.
Also note that your graphics device capabilities determine the maximum size of a RenderTexture. To determine the maximum size, use SystemInfo.maxTextureSize for 2D and cubemap RenderTextures, SystemInfo.maxTexture3DSize for 3D RenderTextures, and SystemInfo.maxTextureSize and SystemInfo.maxTextureArraySlices for 2D array RenderTextures.
When the requested size exceeds the maximum size, Unity's behavior varies. If the RenderTexture is not a 3D texture, and the requested size is a power of two, Unity automatically scales down the requested size by a factor of 2 until it is below the maximum, and then creates the RenderTexture at that size. Otherwise, Unity fails to create the RenderTexture, and throws an error.
Additional Resources: format, RenderTexture.GetTemporary.

Examples

using UnityEngine;public class Example : MonoBehaviour{ public RenderTexture rt; void Start() { rt = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32); }}

RenderTexture(RenderTexture)

Creates a new RenderTexture object.
public RenderTexture(RenderTexture textureToCopy)

Parameters

textureToCopy

Copy the settings from another RenderTexture.

Remarks

The render texture is created with width by height size, with a depth buffer of depth bits (depth can be 0, 16, 24 or 32), and in format format and with sRGB read / write on or off.
Note that constructing a RenderTexture object does not create the hardware representation immediately. The actual render texture is created upon first use or when RenderTexture.Create is called manually. So after constructing the render texture, it is possible to set additional variables, like format, RenderTexture.dimension and so on.
Also note that your graphics device capabilities determine the maximum size of a RenderTexture. To determine the maximum size, use SystemInfo.maxTextureSize for 2D and cubemap RenderTextures, SystemInfo.maxTexture3DSize for 3D RenderTextures, and SystemInfo.maxTextureSize and SystemInfo.maxTextureArraySlices for 2D array RenderTextures.
When the requested size exceeds the maximum size, Unity's behavior varies. If the RenderTexture is not a 3D texture, and the requested size is a power of two, Unity automatically scales down the requested size by a factor of 2 until it is below the maximum, and then creates the RenderTexture at that size. Otherwise, Unity fails to create the RenderTexture, and throws an error.
Additional Resources: format, RenderTexture.GetTemporary.

Examples

using UnityEngine;public class Example : MonoBehaviour{ public RenderTexture rt; void Start() { rt = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32); }}

RenderTexture(int, int, int, RenderTextureFormat, RenderTextureReadWrite)

Creates a new RenderTexture object.
public RenderTexture(int width, int height, int depth, RenderTextureFormat format, RenderTextureReadWrite readWrite)

Parameters

width

Texture width in pixels.

height

Texture height in pixels.

depth

Number of bits in depth buffer (0, 16, 24 or 32). Note that only 24 and 32 bit depth have stencil buffer support.

Texture color format.

How color space conversions are applied on texture read/write.

Remarks

The render texture is created with width by height size, with a depth buffer of depth bits (depth can be 0, 16, 24 or 32), and in format format and with sRGB read / write on or off.
Note that constructing a RenderTexture object does not create the hardware representation immediately. The actual render texture is created upon first use or when RenderTexture.Create is called manually. So after constructing the render texture, it is possible to set additional variables, like format, RenderTexture.dimension and so on.
Also note that your graphics device capabilities determine the maximum size of a RenderTexture. To determine the maximum size, use SystemInfo.maxTextureSize for 2D and cubemap RenderTextures, SystemInfo.maxTexture3DSize for 3D RenderTextures, and SystemInfo.maxTextureSize and SystemInfo.maxTextureArraySlices for 2D array RenderTextures.
When the requested size exceeds the maximum size, Unity's behavior varies. If the RenderTexture is not a 3D texture, and the requested size is a power of two, Unity automatically scales down the requested size by a factor of 2 until it is below the maximum, and then creates the RenderTexture at that size. Otherwise, Unity fails to create the RenderTexture, and throws an error.
Additional Resources: format, RenderTexture.GetTemporary.

Examples

using UnityEngine;public class Example : MonoBehaviour{ public RenderTexture rt; void Start() { rt = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32); }}