Internal_SetSRGBReadWrite() private method

private Internal_SetSRGBReadWrite ( RenderTexture mono, bool sRGB ) : void
mono RenderTexture
sRGB bool
return void
 /// <summary>
 ///   <para>Creates a new RenderTexture object.</para>
 /// </summary>
 /// <param name="width">Texture width in pixels.</param>
 /// <param name="height">Texture height in pixels.</param>
 /// <param name="depth">Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.</param>
 /// <param name="format">Texture color format.</param>
 /// <param name="readWrite">How or if color space conversions should be done on texture read/write.</param>
 public RenderTexture(int width, int height, int depth)
 {
     RenderTexture.Internal_CreateRenderTexture(this);
     this.width  = width;
     this.height = height;
     this.depth  = depth;
     this.format = RenderTextureFormat.Default;
     RenderTexture.Internal_SetSRGBReadWrite(this, QualitySettings.activeColorSpace == ColorSpace.Linear);
 }
        /// <summary>
        ///   <para>Creates a new RenderTexture object.</para>
        /// </summary>
        /// <param name="width">Texture width in pixels.</param>
        /// <param name="height">Texture height in pixels.</param>
        /// <param name="depth">Number of bits in depth buffer (0, 16 or 24). Note that only 24 bit depth has stencil buffer.</param>
        /// <param name="format">Texture color format.</param>
        /// <param name="readWrite">How or if color space conversions should be done on texture read/write.</param>
        public RenderTexture(int width, int height, int depth, RenderTextureFormat format, RenderTextureReadWrite readWrite)
        {
            RenderTexture.Internal_CreateRenderTexture(this);
            this.width  = width;
            this.height = height;
            this.depth  = depth;
            this.format = format;
            bool sRGB = readWrite == RenderTextureReadWrite.sRGB;

            if (readWrite == RenderTextureReadWrite.Default)
            {
                sRGB = (QualitySettings.activeColorSpace == ColorSpace.Linear);
            }
            RenderTexture.Internal_SetSRGBReadWrite(this, sRGB);
        }