width | Texture width in pixels. |
height | Texture height in pixels. |
depth | Number of bits in depth buffer. |
format | Data format for the pixel information. |
readWrite | Is reading and writing of pixel data enabled? |
Creates a new RenderTexture object.
width
by height
size, with a depth buffer
of depth
bits (depth can be 0, 16 or 24), and in format
format and with sRGB read / write on or off.Note that constructing a RenderTexture object does not create the hardware representation immediately.
The actual render texture is created upon first use or when Create is called manually. So after
constructing the render texture, it is possible to set additional variables, like format,
isCubemap and so on.See Also: format variable, GetTemporary.var rt: RenderTexture; function Start () { rt = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32); }
using UnityEngine; using System.Collections; public class Example : MonoBehaviour { public RenderTexture rt; void Start() { rt = new RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32); } }
import UnityEngine import System.Collections public class Example(MonoBehaviour): public rt as RenderTexture def Start() as void: rt = RenderTexture(256, 256, 16, RenderTextureFormat.ARGB32)