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Unity Engine


RenderTextureDescriptor

This struct contains all the information required to create a RenderTexture. It can be copied, cached, and reused to easily create RenderTextures that all share the same properties. Avoid using the default constructor as it does not initialize some flags with the recommended values.
Read time 2 minutesLast updated 4 days ago

Definition

  • Type: Struct
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule
public struct RenderTextureDescriptor

Constructors

Constructor

Description

RenderTextureDescriptor(System.Int32,System.Int32,UnityEngine.RenderTextureFormat,System.Int32,System.Int32,UnityEngine.RenderTextureReadWrite)Create a RenderTextureDescriptor with default values, or a certain width, height, and format.

Properties

Property

Description

autoGenerateMipsMipmap levels are generated automatically when this flag is set.
bindMSIf true and RenderTextureDescriptor.msaaSamples is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader.
colorFormatThe format of the RenderTarget is expressed as a RenderTextureFormat. Internally, this format is stored as a GraphicsFormat compatible with the current system (see SystemInfo.GetCompatibleFormat). Therefore, if you set a format and immediately get it again, it may return a different result from the one just set.
depthBufferBitsThe precision of the render texture's depth buffer in bits (0, 16, 24 and 32 are supported).
depthStencilFormatThe desired format of the depth/stencil buffer.
dimensionDimensionality (type) of the render texture.
enableRandomWriteEnable random access write into this render texture on Shader Model 5.0 level shaders.
enableShadingRateMake this render texture usable as a shading rate image.
flagsA set of RenderTextureCreationFlags that control how the texture is created.
graphicsFormatThe color format for the RenderTexture. You can set this format to None to achieve depth-only rendering.
heightThe height of the render texture in pixels.
memorylessThe render texture memoryless mode property.
mipCountUser-defined mipmap count.
msaaSamplesThe multisample antialiasing level for the RenderTexture.
shadowSamplingModeDetermines how the RenderTexture is sampled if it is used as a shadow map.
sRGBThis flag causes the render texture uses sRGB read/write conversions.
stencilFormatThe format of the stencil data that you can encapsulate within a RenderTexture.
useDynamicScaleSet to true to enable dynamic resolution scaling on this render texture. Mutually exclusive with
useDynamicScaleExplicitSet to true to enable dynamic resolution scaling on this render texture and control when this scaling happens. Mutually exclusive with
useMipMapRender texture has mipmaps when this flag is set.
volumeDepthVolume extent of a 3D render texture.
vrUsageIf this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. Instead of setting this manually, use the value returned by eyeTextureDesc or other VR functions returning a RenderTextureDescriptor.
widthThe width of the render texture in pixels.