Version: 2021.1
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);

パラメーター

nameID Shader.PropertyToID によって検索されるプロパティーの nameID
name プロパティーの名前
value The texture to set.
element Optional parameter that specifies the type of data to set from the RenderTexture.

説明

すべてのシェーダーに適用されるグローバルな Texture プロパティーを設定します

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.

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