# enableRandomWrite

> Enable random access write into this render texture on Shader Model 5.0 level shaders.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public bool enableRandomWrite { get; set; }
```

### Remarks

Shader Model 5.0 level pixel or compute shaders can write into arbitrary locations of some textures, called "unordered access views" in [UsingDX11GL3Features](/engine/6000.7/manual/platform-specific/cross-platform-features/graphics-apis/using-dx11gl3features.md). Set this flag before creating your render texture to enable this capability.

When a texture has this flag set, it can be written into as one RWTexture\* resources in HLSL or image resources in GLSL. It can also be set as random access write target for pixel shaders using [Graphics.SetRandomWriteTarget](/engine/6000.7/script-reference/unityengine/graphics/setrandomwritetarget.md).

Use [SystemInfo.SupportsRandomWriteOnRenderTextureFormat](/engine/6000.7/script-reference/unityengine/systeminfo/supportsrandomwriteonrendertextureformat.md) to validate if a given format can be used as this depends on the graphics API/hardware/driver.

Additional Resources: [Graphics.SetRandomWriteTarget](/engine/6000.7/script-reference/unityengine/graphics/setrandomwritetarget.md), [UsingDX11GL3Features](/engine/6000.7/manual/platform-specific/cross-platform-features/graphics-apis/using-dx11gl3features.md) [SystemInfo.SupportsRandomWriteOnRenderTextureFormat](/engine/6000.7/script-reference/unityengine/systeminfo/supportsrandomwriteonrendertextureformat.md).
