The anti-aliasing technique applied on the render target.
The quality of the anti-aliasing technique applied on the render target.
When clearColorEnabled is true and inputTexture is null, this color is used to clear this RenderTarget the first time it is drawn to each frame.
If true, the color on this RenderTarget will be cleared the first time it is drawn to each frame.
inputTexture will be used to clear it unless it is null, in which case clearColor is used instead.
Sets the clear color option.
If true, the depth buffer will be cleared on this RenderTarget the first time it is drawn to each frame.
Controls the depth buffer usage strategy for this render target.
When clearColorEnabled is true, this texture is used to clear this RenderTarget the first time it is drawn to each frame.
If this texture is null, clearColor will be used instead.
If true, mipmaps will be generated for this render target.
How MSAA should be applied on the render target.
Controls the resolution source for this render target.
When useScreenResolution is false, controls the horizontal and vertical resolution of the Render Target.
When Use Screen Resolution is enabled, this scales the render target resolution relative to the device resolution.
sliceCount refers to the number of slices in a texture array or 3D texture.
The texture type of the render target.
If true, the Render Target's resolution will match the device's screen resolution.
Returns the texture's aspect ratio, which is calculated as width / height.
Returns the height of the texture in pixels.
Returns the name of this object's type.
Returns the width of the texture in pixels.
Returns true if the object matches or derives from the passed in type.
Returns true if this object is the same as other. Useful for checking if two references point to the same thing.
Controls a camera texture resource. Can be accessed through Texture.control on a Camera texture. For more information, see the Camera and Layers guide.