To sample a texture array in a custom shaderA program that runs on the GPU. More info
See in Glossary, follow these steps:
To create a texture array material property, add a 2DArray
material property declaration. For example:
Properties
{
_MainTex ("Texture array", 2DArray) = "" {}
}
To set the texture array as a shader input, add a UNITY_DECLARE_TEX2DARRAY
macro. For example:
UNITY_DECLARE_TEX2DARRAY(_MainTex);
To sample a slice of the texture array, use the UNITY_SAMPLE_TEX2DARRAY
method. For example to sample slice 1 of the texture array:
half4 frag (v2f i) : SV_Target {
float4 color = UNITY_SAMPLE_TEX2DARRAY(_MainTex, float3(0, 0, 1));
}
To sample a mipmap level of a slice of the texture array, use the UNITY_SAMPLE_TEX2DARRAY_LOD
method. For example to sample slice 1 of the texture array at mipmap level 0:
half4 frag (v2f i) : SV_Target {
float4 color = UNITY_SAMPLE_TEX2DARRAY_LOD(_MainTex, float3(0, 0, 1), 0);
}
To target custom shaders only at platforms that support texture arrays, use either of the following:
#pragma target 3.5
to target shader model 3.5 and higher.#pragma require 2darray
to target GPUs that support texture arrays.The following shader example samples a texture array using object space vertex positions as coordinates, and runs only on GPUs that support texture arrays.
Shader "Example/Sample2DArrayTexture"
{
Properties
{
// Create material properties for the 2D texture array and the slices to sample
_MyArr ("Tex", 2DArray) = "" {}
_SliceRange ("Slices", Range(0,16)) = 6
_UVScale ("UVScale", Float) = 1.0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// Compile the shader only on platforms that support texture arrays
#pragma require 2darray
#include "UnityCG.cginc"
struct v2f
{
float3 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
float _SliceRange;
float _UVScale;
v2f vert (float4 vertex : POSITION)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, vertex);
o.uv.xy = (vertex.xy + 0.5) * _UVScale;
// Set the z coordinate to the slice indices
o.uv.z = (vertex.z + 0.5) * _SliceRange;
return o;
}
// Set the texture array as a shader input
UNITY_DECLARE_TEX2DARRAY(_MyArr);
half4 frag (v2f i) : SV_Target
{
// Sample the texture array
return UNITY_SAMPLE_TEX2DARRAY(_MyArr, i.uv);
}
ENDCG
}
}
}