# Render Texture Inspector window reference

> Explore the settings for a Render Texture.

The Render Texture inspector is similar to the [Texture Inspector](/engine/6000.5/manual/materials-and-shaders/textures/textures-reference/class-texture-importer.md).

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**                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                          |
| ---------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Dimension**                | Set the number of dimensions of the Render Texture. For more information, refer to [Dimension dropdown](#dimension-dropdown).                                                                                                                                                                                                                                                                                                                                                                                                                                                                            |
| **Size**                     | Set the size of the Render Texture in pixels. The maximum size depends on the platform.                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                  |
| **Anti-Aliasing**            | Set 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 Format** | If 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 Format**             | Set the [GraphicsFormat](/engine/6000.5/script-reference/unityengine/experimental/rendering/graphicsformat.md) 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 Format**     | Set the [GraphicsFormat](/engine/6000.5/script-reference/unityengine/experimental/rendering/graphicsformat.md) 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.                                                                                                                                                                       |
| **Mipmap**                   | Allocate a [mipmap](/engine/6000.5/manual/materials-and-shaders/textures/textures-getting-started/texture-mipmaps-introduction.md) for the Render Texture.                                                                                                                                                                                                                                                                                                                                                                                                                                               |
| **Auto-generate**            | Automatically generate a mipmap. If you disable this property, use the [`RenderTexture.GenerateMips`](/engine/6000.5/script-reference/unityengine/rendertexture/generatemips.md) API to generate a mipmap manually. Alternatively, choose which mipmap level to render into when you use [`Graphics.SetRenderTarget`](/engine/6000.5/script-reference/unityengine/graphics/setrendertarget.md) and [`Rendering.CommandBuffer.SetRenderTarget`](/engine/6000.5/script-reference/unityengine/rendering/commandbuffer/setrendertarget.md). This property is visible only if you enable **Enable Mip Maps**. |
| **Dynamic Scaling**          | Use [dynamic resolution](/engine/6000.5/manual/cameras/resolution-scale/dynamic-resolution.md) 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 Write**             | Allow shaders to write into arbitrary locations of the color buffer of the Render Texture. Refer to [`RenderTexture.enableRandomWrite`](/engine/6000.5/script-reference/unityengine/rendertexture/enablerandomwrite.md) for more information.                                                                                                                                                                                                                                                                                                                                                            |
| **Wrap Mode**                | Control how Unity wraps the texture. For more information, refer to [Wrap Mode dropdown](#wrap-mode-dropdown).                                                                                                                                                                                                                                                                                                                                                                                                                                                                                           |
| **Filter Mode**              | Control how the sampling of the texture uses nearby pixels. For more information, refer to [Filter Mode dropdown](#filter-mode-dropdown).                                                                                                                                                                                                                                                                                                                                                                                                                                                                |
| **Aniso Level**              | Set 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 Mode**     | Select the sampling technique the GPU uses if the render texture is used as a [shadow map](/engine/6000.5/manual/lighting-overview/shadows/shadow-realtime/shadow-mapping.md). 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**                               |
| ------------ | --------------------------------------------- |
| **2D**       | Set the Render Texture as a 2D texture.       |
| **2D Array** | Set the Render Texture as a 2D texture array. |
| **Cube**     | Set the Render Texture as a cubemap.          |
| **3D**       | Set the Render Texture as 3D texture.         |

## Wrap Mode dropdown

| **Value**       | **Description**                                                                                                                                                                                                        |
| --------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Repeat**      | Tile the texture to create a repeating pattern.                                                                                                                                                                        |
| **Clamp**       | Stretch 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.                                                    |
| **Mirror**      | Tile the texture to create a repeating pattern that mirrors the texture at every integer boundary.                                                                                                                     |
| **Mirror Once** | Mirror the texture once, then fall back to clamping.                                                                                                                                                                   |
| **Per-axis**    | Set 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**                                                                                                                                                                                       |
| ------------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Point**     | Use the nearest pixel. This makes the texture appear pixelated.                                                                                                                                       |
| **Bilinear**  | Use a weighted average of the four nearest texels. This makes the texture appear blurry when you magnify it.                                                                                          |
| **Trilinear** | Use 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. |

{ /*  area:graphics  */ }
