TextureDesc
struct in UnityEngine.Rendering.RenderGraphModule · Unity.RenderPipelines.Core.Runtime
Not in Unity's public API, or in an assembly the coverage doesn't count.
In Tassix
What a render graph texture is: its size, format and sampling.
Constructors 1
TextureDesc(int width, int height, bool dynamicResolution = false, bool xrReady = false)TextureDesc(Vector2 scale, bool dynamicResolution = false, bool xrReady = false)TextureDesc(TextureDesc input)TextureDesc(RenderTextureDescriptor input)Fields 23
int anisoLevelbool autoGenerateMipsbool bindTextureMSbool clearBufferColor clearColorTextureDimension dimensionbool discardBufferbool enableRandomWriteFilterMode filterModeGraphicsFormat formatint heightbool isShadowMapfloat mipMapBiasMSAASamples msaaSamplesstring nameVector2 scaleTextureSizeMode sizeModeint slicesbool useDynamicScalebool useDynamicScaleExplicitbool useMipMapint widthTextureWrapMode wrapModeProperties 2
GraphicsFormat colorFormat { get; set; }The color format (the same as format).
DepthBits depthBufferBits { get; set; }Bits of depth: a depth texture's format.