How to make WebGLRenderer.copyTextureToTexture() apply to multiple renderers?

I noticed if I render the same scene with multiple renderers and I use WebGLRenderer.copyTextureToTexture() on one of the renderers, it only impacts the texture for that one renderer. Is there a way to make this change to the texture permanent so all renderers will see it?

Messed around, I had to update the texture’s image property as well. And keep “needsUpdate” as false so it doesn’t attempt to re-upload the entire texture to the GPU again on the original renderer.