SetGlobalTexture
Sets a global texture property for all shaders.
Read time 3 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
SetGlobalTexture(string, Texture)
Sets a global texture property for all shaders.
public static void SetGlobalTexture(string name, Texture value)
Parameters
Remarks
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 block).
PropertiesUsually 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 , you can indicate which type of data to set from the RenderTexture. The possible options are: RenderTextureSubElement.Color, RenderTextureSubElement.Depth, and RenderTextureSubElement.Stencil.
RenderTextureSubElementAdditional Resources: Shader.SetGlobalColor, Shader.SetGlobalFloat; Material class, ShaderLab documentation, RenderTextureSubElement.
SetGlobalTexture(int, Texture)
Sets a global texture property for all shaders.
public static void SetGlobalTexture(int nameID, Texture value)
Parameters
Remarks
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 block).
PropertiesUsually 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 , you can indicate which type of data to set from the RenderTexture. The possible options are: RenderTextureSubElement.Color, RenderTextureSubElement.Depth, and RenderTextureSubElement.Stencil.
RenderTextureSubElementAdditional Resources: Shader.SetGlobalColor, Shader.SetGlobalFloat; Material class, ShaderLab documentation, RenderTextureSubElement.
SetGlobalTexture(string, RenderTexture, RenderTextureSubElement)
Sets a global texture property for all shaders.
public static void SetGlobalTexture(string name, RenderTexture value, RenderTextureSubElement element)
Parameters
The name of the property.
The texture to set.
Optional parameter that specifies the type of data to set from the RenderTexture.
Remarks
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 block).
PropertiesUsually 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 , you can indicate which type of data to set from the RenderTexture. The possible options are: RenderTextureSubElement.Color, RenderTextureSubElement.Depth, and RenderTextureSubElement.Stencil.
RenderTextureSubElementAdditional Resources: Shader.SetGlobalColor, Shader.SetGlobalFloat; Material class, ShaderLab documentation, RenderTextureSubElement.
SetGlobalTexture(int, RenderTexture, RenderTextureSubElement)
Sets a global texture property for all shaders.
public static void SetGlobalTexture(int nameID, RenderTexture value, RenderTextureSubElement element)
Parameters
The name ID of the property retrieved by Shader.PropertyToID.
The texture to set.
Optional parameter that specifies the type of data to set from the RenderTexture.
Remarks
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 block).
PropertiesUsually 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 , you can indicate which type of data to set from the RenderTexture. The possible options are: RenderTextureSubElement.Color, RenderTextureSubElement.Depth, and RenderTextureSubElement.Stencil.
RenderTextureSubElementAdditional Resources: Shader.SetGlobalColor, Shader.SetGlobalFloat; Material class, ShaderLab documentation, RenderTextureSubElement.