The Streaming Virtual Texturing system (SVT) divides textures into tiles.
At runtime, when SVT samples a texture, it does the following:
The cost of these runtime operations means that it’s more efficient to group textures together, and to sample them all at the same time. This process is called stacking textures. A group of textures that are sampled at the same time with the same UV coordinates is called a Texture Stack.
SVT issues requests for tiles during frame rendering, so it can take from milliseconds to seconds until the requested tiles load into the GPU cache, and in some cases they might not load into the GPU cache at all. If the requested tile does not load into the cache, SVT has an automatic fallback mechanism: it samples tiles from a higher mipmap level until the requested tile is in the cache. This results in a lower level of detailThe Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. More info
See in Glossary until the tile fully loads.
The High Definition Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary (HDRP) debug view shows how many neighboring screen pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary request the same tile.
To open the HDRP debug view, navigate to the Unity top menu and select Window > Analysis > Rendering Debugger > Rendering. To view the debug data for SVT, set Fullscreen Debug Mode to RequestedVirtualTextureTiles.
Pixels that sample the same texture tile have the same colour. The color hue (green, red, and so on) represents the mipmap level to which a tile belongs. For example, all yellowish tiles belong to mipmap 1 of the texture.