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Unity Engine


SetRenderTarget

Sets current render target.
Read time 7 minutesLast updated 5 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule

SetRenderTarget(RenderTexture, int, CubemapFace, int)

Sets current render target.
public static void SetRenderTarget(RenderTexture rt, int mipLevel, CubemapFace face, int depthSlice)

Parameters

RenderTexture or GraphicsTexture to set as active render target.

mipLevel

Mipmap level to render into (use 0 if not mipmapped).

Cubemap face to render into (use Unknown if not a cubemap).

depthSlice

Depth slice to render into (use 0 if not a 3D or 2DArray render target).

Remarks

This function sets which RenderTexture, GraphicsTexture, or a RenderBuffer combination will be rendered into next. Use it when implementing custom rendering algorithms, where you need to render something into a render target texture manually.
Variants with mipLevel and face arguments enable rendering into a specific mipmap level of a texture, or specific cubemap face of a cubemap RenderTexture/GraphicsTexture. Variants with depthSlice allow rendering into a specific slice of a 3D or 2DArray render texture.
The function call with colorBuffers array enables techniques that use Multiple Render Targets (MRT), where fragment shader can output more than one final color.
Calling SetRenderTarget with just a RenderTexture or GraphicsTexture argument is the same as setting the RenderTexture.active and GraphicsTexture.active property. To set a GraphicsTexture as the render target, it must have RenderTarget enabled in flags.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.

SetRenderTarget(GraphicsTexture, int, CubemapFace, int)

Sets current render target.
public static void SetRenderTarget(GraphicsTexture rt, int mipLevel, CubemapFace face, int depthSlice)

Parameters

RenderTexture or GraphicsTexture to set as active render target.

mipLevel

Mipmap level to render into (use 0 if not mipmapped).

Cubemap face to render into (use Unknown if not a cubemap).

depthSlice

Depth slice to render into (use 0 if not a 3D or 2DArray render target).

Remarks

This function sets which RenderTexture, GraphicsTexture, or a RenderBuffer combination will be rendered into next. Use it when implementing custom rendering algorithms, where you need to render something into a render target texture manually.
Variants with mipLevel and face arguments enable rendering into a specific mipmap level of a texture, or specific cubemap face of a cubemap RenderTexture/GraphicsTexture. Variants with depthSlice allow rendering into a specific slice of a 3D or 2DArray render texture.
The function call with colorBuffers array enables techniques that use Multiple Render Targets (MRT), where fragment shader can output more than one final color.
Calling SetRenderTarget with just a RenderTexture or GraphicsTexture argument is the same as setting the RenderTexture.active and GraphicsTexture.active property. To set a GraphicsTexture as the render target, it must have RenderTarget enabled in flags.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.

SetRenderTarget(RenderBuffer, RenderBuffer, int, CubemapFace, int)

Sets current render target.
public static void SetRenderTarget(RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel, CubemapFace face, int depthSlice)

Parameters

colorBuffer

Color buffer to render into.

depthBuffer

Depth buffer to render into.

mipLevel

Mipmap level to render into (use 0 if not mipmapped).

Cubemap face to render into (use Unknown if not a cubemap).

depthSlice

Depth slice to render into (use 0 if not a 3D or 2DArray render target).

Remarks

This function sets which RenderTexture, GraphicsTexture, or a RenderBuffer combination will be rendered into next. Use it when implementing custom rendering algorithms, where you need to render something into a render target texture manually.
Variants with mipLevel and face arguments enable rendering into a specific mipmap level of a texture, or specific cubemap face of a cubemap RenderTexture/GraphicsTexture. Variants with depthSlice allow rendering into a specific slice of a 3D or 2DArray render texture.
The function call with colorBuffers array enables techniques that use Multiple Render Targets (MRT), where fragment shader can output more than one final color.
Calling SetRenderTarget with just a RenderTexture or GraphicsTexture argument is the same as setting the RenderTexture.active and GraphicsTexture.active property. To set a GraphicsTexture as the render target, it must have RenderTarget enabled in flags.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.

SetRenderTarget(RenderBuffer[], RenderBuffer)

Sets current render target.
public static void SetRenderTarget(RenderBuffer[] colorBuffers, RenderBuffer depthBuffer)

Parameters

colorBuffers

Color buffers to render into (for multiple render target effects).

depthBuffer

Depth buffer to render into.

Remarks

This function sets which RenderTexture, GraphicsTexture, or a RenderBuffer combination will be rendered into next. Use it when implementing custom rendering algorithms, where you need to render something into a render target texture manually.
Variants with mipLevel and face arguments enable rendering into a specific mipmap level of a texture, or specific cubemap face of a cubemap RenderTexture/GraphicsTexture. Variants with depthSlice allow rendering into a specific slice of a 3D or 2DArray render texture.
The function call with colorBuffers array enables techniques that use Multiple Render Targets (MRT), where fragment shader can output more than one final color.
Calling SetRenderTarget with just a RenderTexture or GraphicsTexture argument is the same as setting the RenderTexture.active and GraphicsTexture.active property. To set a GraphicsTexture as the render target, it must have RenderTarget enabled in flags.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.

SetRenderTarget(RenderTargetSetup)

Sets current render target.
public static void SetRenderTarget(RenderTargetSetup setup)

Parameters

Full render target setup information.

Remarks

This function sets which RenderTexture, GraphicsTexture, or a RenderBuffer combination will be rendered into next. Use it when implementing custom rendering algorithms, where you need to render something into a render target texture manually.
Variants with mipLevel and face arguments enable rendering into a specific mipmap level of a texture, or specific cubemap face of a cubemap RenderTexture/GraphicsTexture. Variants with depthSlice allow rendering into a specific slice of a 3D or 2DArray render texture.
The function call with colorBuffers array enables techniques that use Multiple Render Targets (MRT), where fragment shader can output more than one final color.
Calling SetRenderTarget with just a RenderTexture or GraphicsTexture argument is the same as setting the RenderTexture.active and GraphicsTexture.active property. To set a GraphicsTexture as the render target, it must have RenderTarget enabled in flags.
Note that in Linear color space, it is important to have the correct sRGB<->Linear color conversion state set. Depending on what was rendered previously, the current state might not be the one you expect. You should consider setting GL.sRGBWrite as you need it before doing SetRenderTarget or any other manual rendering.