Version:2018.1 言語:日本語 RenderTexture.bindTextureMS public boolbindTextureMS; 説明 If true andantiAliasingis greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader....
When you bind a texture with glBindTexture, the binding remains active until a different texture is bound to the same target or you delete the bound texture with the glDeleteTextures function. Once you create a named texture you can bind it to a texture target that has the same ...
RenderTexture.bindTextureMS public bool bindTextureMS ; 描述 如果为 true 且 antiAliasing 大于1,则默认不解析渲染纹理。如果需要在着色器中将渲染纹理绑定为多重采样纹理,请使用该属性。 版权所有 © 2020 Unity Technologies. Publication 2019.2 教程社区答案知识库论坛Asset Store法律条款隐私政策Cookie不要出售...
If true and antiAliasing is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader.
RenderTexture.bindTextureMS public bool bindTextureMS ; 説明 If true and antiAliasing is greater than 1, the render texture will not be resolved by default. Use this if the render texture needs to be bound as a multisampled texture in a shader. Copyright © 2018 Unity Technologies. Publ...
UnityEngine UnityEditor Unity Unity.IO.LowLevel UnityEditor.Profiling.Memory Other RenderTexture.bindTextureMS public bool bindTextureMS ; 描述 如果为 true 且 antiAliasing 大于1,则默认不解析渲染纹理。如果需要在着色器中将渲染纹理绑定为多重采样纹理,请使用该属性。 Did you find this page useful?