This version of Unity is unsupported.

Shader.SetGlobalTexture

Switch to Manual

Declaration

public static void SetGlobalTexture(string name, Texture value);

Declaration

public static void SetGlobalTexture(int nameID, Texture value);

Declaration

public static void SetGlobalTexture(string name, RenderTexture value, Rendering.RenderTextureSubElement element);

Declaration

public static void SetGlobalTexture(int nameID, RenderTexture value, Rendering.RenderTextureSubElement element);

Parameters

nameID The name ID of the property retrieved by Shader.PropertyToID.
name The name of the property.
value The texture to set.
element Optional parameter that specifies the type of data to set from the RenderTexture.

Description

Sets a global texture property for all shaders.

Global properties are used if a shader needs them but the material does not have them defined (for example, if the shader does not expose them in Properties block).

Usually this is used if you have a set of custom shaders that all use the same "global" texture (for example, custom diffuse-lighting cubemap). Then you can set the global property from script and don't have to setup the same texture in all materials.

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.

Additional resources: SetGlobalColor, SetGlobalFloat; Material class, ShaderLab documentation, RenderTextureSubElement.