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|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 from the render texture to set.|
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
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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