Scripting API

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 anisoLevel
bool autoGenerateMips
bool bindTextureMS
bool clearBuffer
Color clearColor
bool discardBuffer
bool enableRandomWrite
FilterMode filterMode
int height
bool isShadowMap
float mipMapBias
MSAASamples msaaSamples
string name
Vector2 scale
int slices
bool useDynamicScale
bool useDynamicScaleExplicit
bool useMipMap
int width

Properties 2

GraphicsFormat colorFormat { get; set; }

The color format (the same as format).

DepthBits depthBufferBits { get; set; }

Bits of depth: a depth texture's format.