|Texture|{{RootFieldType|AssetRef`1|[[Type:ITexture2D|ITexture2D]]}}|TypeAdv1=true|Texture to swap out the main texture with.
}}
}}
<!--T:3-->
== Usage ==
== Usage ==
<!--T:4-->
This component allows one to swap out what a material considers its main texture, such as the albedo texture, with the given <code>Texture</code>. This property block only applies to materials that contain a <code>_MainTex</code> material property field. Notably, [[Component:UnlitMaterial|UnlitMaterial]] does not support this property block.
== Examples ==
== Examples ==
A good use for this component could be a picture wall, wherein a significant amount of pictures that should look the same but with different textures can be built with efficient memory usage and initial draw calls. Each picture would have its own [[Component:MeshRenderer|MeshRenderer]] using the same material but with its own MainTexturePropertyBlock.
If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes.
This component allows one to swap out what a material considers its main texture, such as the albedo texture, with the given Texture. This property block only applies to materials that contain a _MainTex material property field. Notably, UnlitMaterial does not support this property block.
Examples
A good use for this component could be a picture wall, wherein a significant amount of pictures that should look the same but with different textures can be built with efficient memory usage and initial draw calls. Each picture would have its own MeshRenderer using the same material but with its own MainTexturePropertyBlock.