Version: 2020.1
LanguageEnglish
  • C#

Shader.SetGlobalTexture

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
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

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 to set from the RenderTexture.

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 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.

对文档有任何疑问,请移步至开发者社区提问,我们将尽快为您解答