# ConfigureTarget(RenderTargetIdentifier, bool, bool)

> Binds this AttachmentDescriptor to the given target surface.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.Rendering](/engine/6000.5/script-reference/unityengine/rendering.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public void ConfigureTarget(RenderTargetIdentifier target, bool loadExistingContents, bool storeResults)
```

### Parameters

**** (\[RenderTargetIdentifier]\(/engine/6000.5/script-reference/unityengine/rendering/rendertargetidentifier)): **** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Whether to read in the existing contents of the surface when the RenderPass starts.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): 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](/engine/6000.5/script-reference/unityengine/rendering/attachmentdescriptor/loadaction.md) to Load unless the load action is already set to Clear, in which case this parameter is ignored.

If `storeResults` is true, changes [AttachmentDescriptor.storeAction](/engine/6000.5/script-reference/unityengine/rendering/attachmentdescriptor/storeaction.md) to either [RenderBufferStoreAction.Store](/engine/6000.5/script-reference/unityengine/rendering/renderbufferstoreaction/store.md) or [RenderBufferStoreAction.StoreAndResolve](/engine/6000.5/script-reference/unityengine/rendering/renderbufferstoreaction/storeandresolve.md) depending on whether the `resolveAttachment` was configured or not.

Note: If you call both [AttachmentDescriptor.ConfigureResolveTarget](/engine/6000.5/script-reference/unityengine/rendering/attachmentdescriptor/configureresolvetarget.md) with `storeResults` set to `true` and `ConfigureTarget`, Unity stores both the resolved and unresolved MSAA surfaces respectively in `resolveTarget` and `loadStoreTarget`. This means Unity writes more data to memory.
