public static SetRenderTarget ( RenderTexture rt, int mipLevel, CubemapFace face, int depthSlice ) : void | ||
rt | RenderTexture | RenderTexture to set as active render target. |
mipLevel | int | Mipmap level to render into (use 0 if not mipmapped). |
face | CubemapFace | Cubemap face to render into (use Unknown if not a cubemap). |
depthSlice | int | Depth slice to render into (use 0 if not a 3D or 2DArray render target). |
return | void |
public static void SetRenderTarget(RenderTexture rt, int mipLevel, CubemapFace face, int depthSlice)
{
SetRenderTargetImpl(rt, mipLevel, face, depthSlice);
}
Graphics::SetRenderTarget ( RenderBuffer colorBuffer, RenderBuffer depthBuffer ) : void | |
Graphics::SetRenderTarget ( RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel ) : void | |
Graphics::SetRenderTarget ( RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel, CubemapFace face ) : void | |
Graphics::SetRenderTarget ( RenderBuffer colorBuffer, RenderBuffer depthBuffer, int mipLevel, CubemapFace face, int depthSlice ) : void | |
Graphics::SetRenderTarget ( RenderTargetSetup setup ) : void | |
Graphics::SetRenderTarget ( RenderTexture rt ) : void | |
Graphics::SetRenderTarget ( RenderTexture rt, int mipLevel ) : void | |
Graphics::SetRenderTarget ( RenderTexture rt, int mipLevel, CubemapFace face ) : void |
public void SetRenderTarget(RenderTarget2D renderTarget) { if (renderTarget != null) { UnityGraphics.SetRenderTarget(renderTarget.UnityRenderTexture); } else { UnityGraphics.SetRenderTarget(null); } }