# RenderTextureDescriptor(int, int, RenderTextureFormat, int, int, RenderTextureReadWrite)

> Create a RenderTextureDescriptor with default values, or a certain width, height, and format.

## Definition

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

```csharp
public RenderTextureDescriptor(int width, int height, RenderTextureFormat colorFormat, int depthBufferBits, int mipCount, RenderTextureReadWrite readWrite)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Width of the RenderTexture in pixels.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Height of the RenderTexture in pixels.**** (\[RenderTextureFormat]\(/engine/6000.5/script-reference/unityengine/rendertextureformat)): The color format for the RenderTexture.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The number of bits to use for the depth buffer.**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): Amount of mips to allocate for the RenderTexture.**** (\[RenderTextureReadWrite]\(/engine/6000.5/script-reference/unityengine/rendertexturereadwrite)): How color space conversions are applied on texture read/write.
