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Replacement Shader Texture
I'm currently trying to use Replacement Shaders to render the complete scene using a custom shader (when a button is pressed). However, the shader requires a specific texture, that is not present on (most of) the objects in the scene. Some objects use a similar shader per default, and these are rendered as I'd expect when the shader replacement is activated, the others are black and have Alpha 0. I can only assume that the texture is not set, so all sampling returns 0.
I use Shader.SetGlobalTexture() to set texture, but it seems that this is ignored in the replacement shader.
Has anyone successfully used replacement shaders that use textures not already present on the objects and can tell me what I am doing wrong?
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