So I’m trying to get Unity to render at (for instance) half resolution to get better performance. I first created a script that added a new camera with a plane in front of it, then made the original main-camera render to a texture, and then I showed that texture on the plane. This works.
However, I then found out about the method Graphics.SetRenderTarget(…). It sounded very promising. But it doesn’t seem to do what I expected it to.
So I tried the following:
RenderTexture texture = new RenderTexture(Screen.width / 2, Screen.width / 2, 16, RenderTextureFormat.ARGB32);
Graphics.SetRenderTarget(texture);
But this doesn’t seem to change anything. I was hoping this would make Unity render at half resolution. (I tried this in a ‘Start’ method, as well as in ‘Update’.)
Don’t I understand the functionality of this method. Am I using it wrong? Is there something I’m not aware of? Or is there a better way of doing this?