computeShader | ComputeShader to set parameter for. |
kernelIndex | Which kernel the texture is being set for. See ComputeShader.FindKernel. |
name | Name of the texture variable in shader code. |
nameID | Property name ID. Use Shader.PropertyToID to get this ID. |
rt | Texture value or identifier to set, see RenderTargetIdentifier. |
mipLevel | Optional mipmap level of the read-write texture. |
element | Optional parameter that specifies the type of data to set from the RenderTexture. |
Adds a command to set a texture parameter on a ComputeShader.
Textures and buffers are set per-kernel. Use ComputeShader.FindKernel to find kernel index by function name.
Please note that the mipLevel parameter is ignored unless the shader specifies a read-write (unordered access) texture.
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: DispatchCompute, SetComputeFloatParam, SetComputeFloatParams, SetComputeIntParam, SetComputeIntParams, SetComputeMatrixParam, SetComputeMatrixArrayParam, SetComputeVectorParam, SetComputeVectorArrayParam, SetComputeBufferParam, RenderTextureSubElement.