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|name||The name of the constant buffer to override.|
|value||The ComputeBuffer to override the constant buffer values with, or null to remove binding.|
|offset||Offset in bytes from the beginning of the buffer to bind. Must be a multiple of SystemInfo.constantBufferOffsetAlignment, or 0 if that value is 0.|
|size||The number of bytes to bind.|
|nameID||The shader property ID of the constant buffer to override.|
You can use this method to override all the shader parameters that reside in a constant buffer with a given name. The parameters are overridden with the contents of the given buffer. To use this method, the following must be true:
The ComputeBuffer or GraphicsBuffer must have been created with a corresponding ComputeBufferType.Constant or GraphicsBuffer.Target.Constant flag.
The data layout of the constant buffer must match exactly with the data provided in the buffer.
All the different shader variants for this Material must se the same constant buffer layout for the given constant buffer.
After this function has been called with a non-null ComputeBuffer, any calls to Material.SetFloat etc have no effect, if they contain a parameter name pointing to a variable inside the overridden constant buffer.