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 from the render texture to set. |
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 from the render texture to set. The possible options are: RenderTextureSubElement.Color, RenderTextureSubElement.Depth, RenderTextureSubElement.Stencil.
See Also: SetGlobalColor, SetGlobalFloat; Material class, ShaderLab documentation, RenderTextureSubElement.