Version: 2019.3
LanguageEnglish
  • C#

ComputeShader.SetTexture

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public void SetTexture(int kernelIndex, string name, Texture texture);
public void SetTexture(int kernelIndex, int nameID, Texture texture);
public void SetTexture(int kernelIndex, string name, Texture texture, int mipLevel);
public void SetTexture(int kernelIndex, int nameID, Texture texture, int mipLevel);
public void SetTexture(int kernelIndex, string name, RenderTexture texture, int mipLevel, Rendering.RenderTextureSubElement element);
public void SetTexture(int kernelIndex, int nameID, RenderTexture texture, int mipLevel, Rendering.RenderTextureSubElement element);

Parameters

kernelIndexFor which kernel the texture is being set. See FindKernel.
nameIDProperty name ID, use Shader.PropertyToID to get it.
nameName of the buffer variable in shader code.
textureTexture to set.
mipLevelOptional mipmap level of the read-write texture.
elementOptional sub element that specifies the type of data from the render texture to set.

Description

Set a texture parameter.

This function can either set a regular texture that is read in the compute shader, or an output texture that is written into by the shader. For an output texture, it has to be a RenderTexture with random write flag enabled, see RenderTexture.enableRandomWrite.

Please note that the mipLevel parameter is ignored unless the shader specifies a read-write (unordered access) texture.

Buffers and textures are set per-kernel. Use FindKernel to find kernel index by function name.

By specifying a RenderTextureSubElement, you can indicate which type of data from the render texture to set. The possible options are: RenderTextureSubElement.Color, RenderTextureSubElement.Depth, RenderTextureSubElement.Stencil.

See Also: FindKernel, See Also: SetFloat, SetFloats, SetInt, SetInts, SetBool, SetBuffer, SetMatrix, SetMatrixArray, SetVector, SetVectorArray., RenderTexture.enableRandomWrite, RenderTextureSubElement.