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Custom Render Texture

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Documentation Intermediate

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Description

This Unity Manual page is the Inspector reference for Custom Render Textures, textures updated by an assigned Material shader pass instead of a camera render.

It covers render-texture settings and Custom Texture controls: initialization source, update timing (On Load, Realtime, or On Demand), double buffering, and shader pass selection.

Update zones limit partial GPU work in normalized or pixel space, with per-zone passes, border wrapping, and cubemap face toggles. Double buffering exposes prior texels via Unity self samplers when blending cannot mix read and write.

Unity's introduction cites caustics, rain ripples, and liquid splatter, and notes URP, HDRP, custom SRP, and built-in support for Custom Render Texture shader targets, including Shader Graph.

Official documentation with PNG or EXR export for intermediate developers building feedback loops or GPU simulations in Unity.