Version: 2019.3
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Shader.SetGlobalTexture

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

Parameters

nameIDThe name ID of the property retrieved by Shader.PropertyToID.
nameThe name of the property.
valueThe texture to set.
elementOptional parameter that specifies the type of data from the render texture to set.

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 from the render texture to set. The possible options are: RenderTextureSubElement.Color, RenderTextureSubElement.Depth, RenderTextureSubElement.Stencil.

See Also: SetGlobalColor, SetGlobalFloat; Material class, ShaderLab documentation, RenderTextureSubElement.

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