RenderTexture
A texture that can be rendered to by cameras or used as a render target. RenderTextures enable off-screen rendering for post-processing effects, mirrors, minimaps, and render-to-texture operations.
In Ceramic's Unity backend, RenderTextures are used for:
- Implementing render-to-texture functionality
- Creating dynamic textures at runtime
- Post-processing effects and filters
- Capturing screen content
Key features:
- GPU-based rendering target
- Multiple format support (color, depth, stencil)
- Can be used as regular textures after rendering
- Supports anti-aliasing and HDR
Basic usage:
// RenderTextures are typically created and managed
// by Ceramic's backend for filters and effects
RenderTexture.active = myRenderTexture;
// Render operations here...
RenderTexture.active = null;
Static Members
The currently active render texture for drawing operations. All rendering commands target this texture until changed.
Set to a RenderTexture before rendering to draw into it. Set to null to render to screen/framebuffer.
Critical for render-to-texture operations:
var previous = RenderTexture.active;
RenderTexture.active = myRT;
// Render here
RenderTexture.active = previous; // Restore
Instance Members
Width of the render texture in pixels. Read-only after creation.
Should match the aspect ratio and resolution needs of your rendering use case.
Height of the render texture in pixels. Read-only after creation.
Common sizes:
- Power of 2 for older hardware compatibility
- Screen resolution for full-screen effects
- Smaller for performance (e.g., 256x256 for minimaps)
Texture filtering mode when sampling. Affects visual quality when texture is scaled.
- Point: Pixelated/nearest neighbor (retro look)
- Bilinear: Smooth interpolation (default)
- Trilinear: Smooth with mipmaps
For pixel-perfect rendering, use Point filtering.
Metadata
Name | Parameters |
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:nativeGen |
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