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Unity Engine


Render Texture Inspector window reference

Explore the settings for a Render Texture.
Read time 3 minutesLast updated 20 days ago

The Render Texture inspector is similar to the Texture Inspector.
The Render Texture inspector displays the current contents of Render Texture in real-time and can be an invaluable debugging tool for effects that use render textures.

Property

Description

DimensionSet the number of dimensions of the Render Texture. For more information, refer to Dimension dropdown.
SizeSet the size of the Render Texture in pixels. The maximum size depends on the platform.
Anti-AliasingSet the number of antialiasing samples Unity applies. The options are None, 2 samples, 4 samples, or 8 samples. If you select None, Unity doesn't apply antialiasing.
Enable Compatible FormatIf you enable this property, Unity converts the Color Format and Depth Stencil Format to compatible formats, if the platform doesn't support the formats you select.
Color FormatSet the GraphicsFormat of the color buffer of the Render Texture. If you select None, Unity doesn't allocate a color buffer for this Render Texture.
Depth Stencil FormatSet the GraphicsFormat of the depth/stencil buffer of the Render Texture. If you select None, Unity doesn't allocate a depth/stencil buffer for this Render Texture. The stencil buffer is a general purpose buffer that allows you to store an additional unsigned 8-bit integer (0 to 255) for each pixel Unity draws to the screen.
MipmapAllocate a mipmap for the Render Texture.
Auto-generateAutomatically generate a mipmap. If you disable this property, use the
RenderTexture.GenerateMips
API to generate a mipmap manually. Alternatively, choose which mipmap level to render into when you use
Graphics.SetRenderTarget
and
Rendering.CommandBuffer.SetRenderTarget
. This property is visible only if you enable Enable Mip Maps.
Dynamic ScalingUse dynamic resolution to resize the Render Texture. If you disable this property, the Render Texture stays the same size regardless of the camera's Dynamic Resolution setting.
Random WriteAllow shaders to write into arbitrary locations of the color buffer of the Render Texture. Refer to
RenderTexture.enableRandomWrite
for more information.
Wrap ModeControl how Unity wraps the texture. For more information, refer to Wrap Mode dropdown.
Filter ModeControl how the sampling of the texture uses nearby pixels. For more information, refer to Filter Mode dropdown.
Aniso LevelSet the anisotropic filtering level of the texture. This increases texture quality when you view the texture at a steep angle. Use anisotropic filtering for floor, ground, and road textures. This property is visible only if you set Depth Stencil Format to None.
Shadow Sampling ModeSelect the sampling technique the GPU uses if the render texture is used as a shadow map. This property is only visible if Depth Stencil Format is not set to None, and only has an effect if you set Color Format to None.

Dimension dropdown

Value

Description

2DSet the Render Texture as a 2D texture.
2D ArraySet the Render Texture as a 2D texture array.
CubeSet the Render Texture as a cubemap.
3DSet the Render Texture as 3D texture.

Wrap Mode dropdown

Value

Description

RepeatTile the texture to create a repeating pattern.
ClampStretch the edges of the texture. This is useful for preventing wrapping artifacts when you map an image onto a GameObject, and you don't want the texture to tile.
MirrorTile the texture to create a repeating pattern that mirrors the texture at every integer boundary.
Mirror OnceMirror the texture once, then fall back to clamping.
Per-axisSet different Wrap Mode values for the u-axis and v-axis. For example, when you use latitude-longitude environment maps for reflection probes, you can use Repeat for the u-axis and Clamp for the v-axis.

Filter Mode dropdown

Value

Description

PointUse the nearest pixel. This makes the texture appear pixelated.
BilinearUse a weighted average of the four nearest texels. This makes the texture appear blurry when you magnify it.
TrilinearUse a weighted average of the two nearest mipmap levels, which Unity filters using bilinear filtering. This creates a soft transition between mipmap levels, but the texture is slightly more blurry.