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ComputeShader.SetTextureFromGlobal

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public function SetTextureFromGlobal(kernelIndex: int, name: string, globalTextureName: string): void;
public void SetTextureFromGlobal(int kernelIndex, string name, string globalTextureName);
public function SetTextureFromGlobal(kernelIndex: int, nameID: int, globalTextureNameID: int): void;
public void SetTextureFromGlobal(int kernelIndex, int nameID, int globalTextureNameID);

Parameters

kernelIndex For which kernel the texture is being set. See FindKernel.
nameID Property name ID, use Shader.PropertyToID to get it.
name Name of the buffer variable in shader code.
globalTextureName Global texture property to assign to shader.
globalTextureNameID Property name ID, use Shader.PropertyToID to get it.

Description

Set a texture parameter from a global texture property.

This function can either set a regular texture that is read in the compute shader, or an output texture that is written into by the shader. For an output texture, it has to be a RenderTexture with random write flag enabled, see RenderTexture.enableRandomWrite.

Buffers and textures are set per-kernel. Use FindKernel to find kernel index by function name.

See Also: FindKernel, SetBuffer, SetTexture, Shader.SetGlobalTexture.

no example available in JavaScript
// Assign the CameraMotionVectorsTexture global texture to a compute texture
using System;
using UnityEngine;

public class SampleBehaviour : MonoBehaviour { public int renderTargetWidth; public int renderTargetHeight; ComputeShader myComputeShader;

void ComputeUsingMotionVector() { int kKernelIndex = 0;

myComputeShader.SetTextureFromGlobal(kKernelIndex, "computeTexture", "_CameraMotionVectorsTexture"); myComputeShader.Dispatch(kKernelIndex, renderTargetWidth, renderTargetHeight, 1); } }

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