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|kernelIndex||For which kernel the texture is being set. See FindKernel.|
|nameID||Property name ID, use Shader.PropertyToID to get it.|
|name||Name of the buffer variable in shader code.|
|texture||Texture to set.|
|mipLevel||Optional mipmap level of the read-write texture.|
|element||Optional parameter that specifies the type of data to set from the RenderTexture.|
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 to set from the RenderTexture. The possible options are: RenderTextureSubElement.Color, RenderTextureSubElement.Depth, and RenderTextureSubElement.Stencil.
See Also: FindKernel, See Also: SetFloat, SetFloats, SetInt, SetInts, SetBool, SetBuffer, SetMatrix, SetMatrixArray, SetVector, SetVectorArray., RenderTexture.enableRandomWrite, RenderTextureSubElement.