

This makes the texture appear blurry when you magnify it. Uses a weighted average of the four nearest texels.

See in Glossary, it is useful to have Clamp on the vertical coordinate ( V axis), but Repeat on the horizontal coordinate ( U axis).Ĭontrols how the sampling of the texture uses nearby pixels.

The captured image is then stored as a Cubemap that can be used by objects with reflective materials. For example, when you use latitude-longitude environment maps for reflection probes A rendering component that captures a spherical view of its surroundings in all directions, rather like a camera. The available options are also Repeat, Clamp, Mirror and Mirror Once. Lets you set different wrap modes for the U axis and the V axis. Mirrors the texture once, and then falls back to clamping. Tiles the texture to create a repeating pattern that mirrors the texture at every integer boundary. This is useful for preventing wrapping artifacts when you map an image onto an object and you don’t want the texture to tile. Tiles the texture to create a repeating pattern. If you don’t enable this, the render texture maintains the same size regardless of the Dynamic Resolution A Camera setting that allows you to dynamically scale individual render targets, to reduce workload on the GPU. For more information about the SetRenderTarget functions, see Graphics.SetRenderTarget and .Ĭheck this box to let dynamic resolution scaling resize the render texture. Alternatively, choose which mip to render into when you call the various SetRenderTarget functions. If you don’t enable this, you’ll have to use the GenerateMips function to fill those mipmaps manually. The stencil buffer is a general purpose buffer that allows you to store an additional unsigned 8-bit integer (0–255) for each pixel drawn to the screen.Ĭheck this box to make the render texture use sRGB read/write conversions.Ĭheck this box to make the render texture generate mipmaps.Ĭheck this box to automatically fill the generated mipmaps with relevant data. You can select No depth buffer, At least 16 bits depth (no stencil), or At least 24 bits depth (with stencil). If you select None, Unity does not apply anti-aliasing. You can select None, 2 samples, 4 samples, or 8 samples. You can only enter power-of-two values, such as 128 and 256. Pixel lighting is calculated at every screen pixel. Pixel size depends on your screen resolution. The size of the render texture in pixels The smallest unit in a computer image. The dimensionality (type) of the render texture. The Render Texture inspector displays the current contents of Render Texture in realtime and can be an invaluable debugging tool for effects that use render textures. The Render Texture Inspector is almost identical to the Texture Inspector See in Glossary is different from most Inspectors, but very similar to the Texture Inspector. The Render Texture Inspector A Unity window that displays information about the currently selected GameObject, Asset or Project Settings, alowing you to inspect and edit the values. See in Glossary are an example of real-world use of Render Textures for making real-time reflections and refractions.

Unity ships with multiple Standard Asset such as 2D, Cameras, Characters, CrossPlatformInput, Effects, Environment, ParticleSystems, Prototyping, Utility, and Vehicles. See in Glossary in Unity Standard Assets A collection of useful assets supplied with Unity. The prefab acts as a template from which you can create new object instances in the scene. The Water prefabs An asset type that allows you to store a GameObject complete with components and properties. See in Glossary just like a regular Texture. The available options for a Material depend on which Shader the Material is using. Then you can use the Render Texture in a Material An asset that defines how a surface should be rendered, by including references to the Textures it uses, tiling information, Color tints and more. The output is either drawn to the screen or captured as a texture. To use them, you first create a new Render Texture and designate one of your Cameras A component which creates an image of a particular viewpoint in your scene. See in Glossary that are created and updated at runtime. Textures are often applied to the surface of a mesh to give it visual detail. Render Textures are special types of Textures An image used when rendering a GameObject, Sprite, or UI element.
