# SetVectorArray

> Sets a vector array uniform.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.Rendering](/engine/6000.7/script-reference/unityengine/rendering.md)
* **Assembly:** UnityEngine.CoreModule

## SetVectorArray(int, Vector4\[])

Sets a vector array uniform.

```csharp
public void SetVectorArray(int nameID, Vector4[] values)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The ID of the property as given by Shader.PropertyToID.**** (\[Vector4\[]]\(/engine/6000.7/script-reference/unityengine/vector4)): The array of vectors to set.

### Remarks

Only shaders defined in the .raytrace file can access the vector array you designate as the argument for this method. To make this vector array accessible to all ray tracing shader types (closest hit, any hit, miss, etc.) call the  [Shader.SetGlobalVectorArray](/engine/6000.7/script-reference/unityengine/shader/setglobalvectorarray.md) instead.

## SetVectorArray(string, Vector4\[])

Sets a vector array uniform.

```csharp
public void SetVectorArray(string name, Vector4[] values)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The name of the property being set.**** (\[Vector4\[]]\(/engine/6000.7/script-reference/unityengine/vector4)): The array of vectors to set.

### Remarks

Only shaders defined in the .raytrace file can access the vector array you designate as the argument for this method. To make this vector array accessible to all ray tracing shader types (closest hit, any hit, miss, etc.) call the  [Shader.SetGlobalVectorArray](/engine/6000.7/script-reference/unityengine/shader/setglobalvectorarray.md) instead.
