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 |
|---|---|
| Dimension | Set the number of dimensions of the Render Texture. For more information, refer to 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 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 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 for the Render Texture. |
| Auto-generate | Automatically generate a mipmap. If you disable this property, use the |
| Dynamic Scaling | Use 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 Write | Allow shaders to write into arbitrary locations of the color buffer of the Render Texture. Refer to |
| Wrap Mode | Control how Unity wraps the texture. For more information, refer to Wrap Mode dropdown. |
| Filter Mode | Control how the sampling of the texture uses nearby pixels. For more information, refer to 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. 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. |