UnityEngine.Graphics.SetRenderTarget C# (CSharp) Method

SetRenderTarget() public static method

Sets current render target.

public static SetRenderTarget ( RenderTexture rt, int mipLevel, CubemapFace face ) : 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).
return void
        public static void SetRenderTarget(RenderTexture rt, int mipLevel, CubemapFace face)
        {
            SetRenderTargetImpl(rt, mipLevel, face, 0);
        }

Same methods

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, int depthSlice ) : void

Usage Example

コード例 #1
0
 public void SetRenderTarget(RenderTarget2D renderTarget)
 {
     if (renderTarget != null)
     {
         UnityGraphics.SetRenderTarget(renderTarget.UnityRenderTexture);
     }
     else
     {
         UnityGraphics.SetRenderTarget(null);
     }
 }