private void CreateQuadrantTexture() { if (quadViewOutputTexture == null) { // The output texture should always specify Linear read/write so that color space conversions are not performed when recording // the video when using Linear rendering in Unity. quadViewOutputTexture = new RenderTexture(UnityCompositorInterface.GetVideoRecordingFrameWidth(VideoRecordingFrameLayout.Quad), UnityCompositorInterface.GetVideoRecordingFrameHeight(VideoRecordingFrameLayout.Quad), 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); quadViewOutputTexture.filterMode = FilterMode.Point; quadViewOutputTexture.anisoLevel = 0; quadViewOutputTexture.antiAliasing = 1; quadViewOutputTexture.depth = 0; quadViewOutputTexture.useMipMap = false; } }