# ConfigureResolveTarget(RenderTargetIdentifier)

> When the renderpass that uses this attachment ends, resolve the MSAA surface into the given target.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.Rendering](/engine/6000.3/script-reference/unityengine/rendering.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public void ConfigureResolveTarget(RenderTargetIdentifier target)
```

### Parameters

**** (\[RenderTargetIdentifier]\(/engine/6000.3/script-reference/unityengine/rendering/rendertargetidentifier)):&#x20;

### Remarks

Changes [AttachmentDescriptor.storeAction](/engine/6000.3/script-reference/unityengine/rendering/attachmentdescriptor/storeaction.md) to either [RenderBufferStoreAction.Resolve](/engine/6000.3/script-reference/unityengine/rendering/renderbufferstoreaction/resolve.md) or [RenderBufferStoreAction.StoreAndResolve](/engine/6000.3/script-reference/unityengine/rendering/renderbufferstoreaction/storeandresolve.md) depending on whether [AttachmentDescriptor.ConfigureTarget](/engine/6000.3/script-reference/unityengine/rendering/attachmentdescriptor/configuretarget.md) has also been called. The target surface format must match the format given in the constructor, and the dimensions of the target surface must match the values given in RenderPass constructor. The target surface must not have MSAA enabled.

Note: If you call both `ConfigureResolveTarget` with `storeResults` set to `true` and [AttachmentDescriptor.ConfigureTarget](/engine/6000.3/script-reference/unityengine/rendering/attachmentdescriptor/configuretarget.md), Unity stores both the resolved and unresolved MSAA surfaces respectively in `resolveTarget` and `loadStoreTarget`. This means Unity writes more data to memory.
