ConfigureTarget(RenderTargetIdentifier, bool, bool)
Binds this AttachmentDescriptor to the given target surface.
Read time 1 minuteLast updated 6 days ago
Definition
- Type: Method
- Namespace: UnityEngine.Rendering
- Assembly: UnityEngine.CoreModule
public void ConfigureTarget(RenderTargetIdentifier target, bool loadExistingContents, bool storeResults)
Parameters
Whether to read in the existing contents of the surface when the RenderPass starts.
Whether to store the rendering results of the attachment when the RenderPass ends.
Remarks
This method sets the backing storage of this AttachmentDescriptor to the given target surface.
If loadExistingContents is true, changes AttachmentDescriptor.loadAction to Load unless the load action is already set to Clear, in which case this parameter is ignored.
If is true, changes AttachmentDescriptor.storeAction to either RenderBufferStoreAction.Store or RenderBufferStoreAction.StoreAndResolve depending on whether the was configured or not.
storeResultsresolveAttachmentNote: If you call both AttachmentDescriptor.ConfigureResolveTarget with set to and , Unity stores both the resolved and unresolved MSAA surfaces respectively in and . This means Unity writes more data to memory.
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