If this RenderTexture is a VR eye texture used in stereoscopic rendering, this property decides what special rendering occurs, if any. These properties are exclusive to Custom Render Textures. Unity initializes the texture on demand from the script. The combo box shows all passes available in your Material. Enable to allow partial update zones to wrap around the border of the texture. Dimensionality (type) of the render texture. ). The width of the render texture in pixels. Color buffer of the render texture (Read Only). It can be copied, cached, and reused to easily create RenderTextures that all share the same properties. The orientation of the update zone in degrees (unavailable for 3D textures). You can export Custom Render Textures to a PNG or EXR file (depending on the texture format) via the contextual “Export” menu. Coordinates depend on the Dimension of the texture: 2D for 2D and Cube textures, or 3D for 3D textures.

Defines the Shader Pass to use for this update zone. More infoSee in Glossary. For example, you could have multiple small zones to splat water drops on the texture and then do a full pass to simulate the ripples.

The left eye will occupy the top half and the right eye will occupy the bottom.

(Read Only). Bitfield that allows to enable or disable update on each of the cubemap faces.

(Read Only). Destroys the object obj immediately. Custom Render Textures are an extension to Render Textures allowing you easily to update the texture with a Shader and then use it in a regular Material. The system will correctly handle all the dependencies so that the different updates happen in the right order. Does a RenderTexture have stencil buffer? A texture multiplied by a color initializes the texture. Defines the Material that initializes the Custom Render Texture. When Unity updates the Custom Render Texture, the Material updates the whole texture at once by default. Allow texture creation to occur on any thread (rather than the dedicated render thread). Assigns this RenderTexture as a global shader property named propertyName. The value of this field is -1.

Hint the GPU driver that the contents of the RenderTexture will not be used. Force an antialiased render texture to be resolved. Color with which the Custom Render Texture is initialized. Use this if the render texture needs to be bound as a multisampled texture in a shader. This will perform two updates with the second array. Index of the update zone being currently processed.

If you also provide an. Initialization texture and color are ignored if this parameter is set.

If true and antiAliasing is greater than 1, the render texture will not be resolved by default. Clones the object original and returns the clone. Each update swaps the two buffers. Texture W coordinate wrapping mode for Texture3D.

Makes the Render Texture two dimensional. A collection of six square textures that can represent the reflections in an environment or the skybox drawn behind your geometry. To do this: This Material updates the content of the texture according to its parameters.

Is the render texture marked to be scaled by the Dynamic Resolution system.

Do not destroy the target Object when loading a new Scene. Depth/stencil buffer of the render texture (Read Only). The total amount of memory that would be used by all textures at mipmap level 0. This property does not specify the format of the stencil buffer, which is constrained by the depth buffer format specified in RenderTexture.depth.At the moment, most platforms only support R8_UInt (DirectX11, DirectX12), while PS4 also supports R8_UNorm. This way, you can chain up several Custom Textures to generate a more complex multi-step simulation.

Allows you to increase texture quality when viewing a texture at a steep angle.

More infoSee in Glossary. Specify how the texture should be updated. You can assign any kind of Material to a Custom Render Texture, including a Material that is assigned to another Custom Render Texture. The smallest unit in a computer image. Should the object be hidden, saved with the Scene or modifiable by the user? Currently, you can’t create Materials that update and initialize. A small script that contains the mathematical calculations and algorithms for calculating the Color of each pixel rendered, based on the lighting input and the Material configuration. Depth of the Custom Texture in pixels (only for 3D textures, otherwise will always be equal to 1).

Please check with the Issue Tracker at issuetracker.unity3d.com. Pixel lighting is calculated at every screen pixel. The format of the stencil data that is encapsulated in the render texture.Specifying this property will create a stencil element for the render texture and set its format.

The six squares form the faces of an imaginary cube that surrounds an object; each face represents the view along the directions of the world axes (up, down, left, right, forward and back). This property is only available in real time. Triggers an initialization of the Custom Render Texture. The Shader Pass used to update the Custom Render Texture. Release a temporary texture allocated with GetTemporary. Does this render texture use sRGB read/write conversions? Publication Date: 2020-11-10. Uploads additional debug information to materials using textures set to stream mip maps. This means that you can use a Custom Render Texture as an input to generate another one. The shader updates the texture every frame. Returns a list of all active loaded objects of Type type. Texture coordinates relative to the Custom Render Texture itself. Good for floor and ground textures. Texture coordinates relative to the Custom Render Texture itself. Generate mipmap levels of a render texture. An asset that defines how a surface should be rendered, by including references to the Textures it uses, tiling information, Color tints and more. Indicate that there's a RenderTexture restore operation expected. Enable to allow the Render Texture to use Mip Maps. The height of the render texture in pixels. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable. Unity’s declarative language for writing shaders. Defines how the Texture behaves when tiled. Enable to allow the Render Texture to use sRGB read/write conversions (Read Only). The precision of the render texture's depth buffer in bits (0, 16, 24/32 are supported). It might be a Known Issue.