/// <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);
 }