/// <summary> /// Create a new RenderTexture from a slice/batch of a tensor. /// </summary> public UnityEngine.RenderTexture ToRenderTexture(int batch = 0, int fromChannel = 0, float scale = 1.0f, float bias = 0f) { return(BarracudaTextureUtils.TensorToRenderTexture(this, batch, fromChannel, scale, bias)); }
/// <summary> /// Fill a RenderTexture with a slice/batch of a tensor. /// </summary> public void ToRenderTexture(UnityEngine.RenderTexture target, int batch = 0, int fromChannel = 0, float scale = 1.0f, float bias = 0f) { BarracudaTextureUtils.TensorToRenderTexture(this, target, batch, fromChannel, scale, bias); }