Unity has this undocumented Camera.RenderDontRestore method and I would like to know when I should use it?
I have a few Camera’s (custom depth texture, minimap, etc) that have a RenderTexture assigned as target. These Cameras are disabled and I call Camera.Render from another Script when needed. I wonder if it has any benefits if I change this to Camera.RenderDontRestore instead?
Perhaps Camera.RenderDontRestore has to do with rendering to a RenderTexture, to automatically discard its contents prior rendering to it?