일반 2D 텍스처(셰이더의 Texture2D 클래스, sampler2D), 큐브맵(셰이더의 Cubemap 클래스, samplerCUBE), 3D 텍스처(셰이더의 Texture3D 클래스, sampler3D)와 유사하게 Unity는 2D 텍스처 배열도 지원합니다.
텍스처 배열은 모든 플랫폼에서 작동하지는 않으므로 셰이더에서 텍스처 배열에 액세스하려면 적절한 컴파일 타겟(compilation target) 또는 기능 요구 사항을 사용해야 합니다. 텍스처 배열을 지원하는 최소 셰이더 모델 컴파일 타겟은 3.5
이고 기능 이름은 2darray
입니다.
텍스처 배열을 선언하고 샘플링하려면 다음 매크로를 사용해야 합니다.
다음 셰이더 예제에서는 오브젝트 공간 버텍스 포지션을 좌표로 사용하여 텍스처 배열을 샘플링합니다.
Shader "Example/Sample2DArrayTexture"
{
Properties
{
_MyArr ("Tex", 2DArray) = "" {}
_SliceRange ("Slices", Range(0,16)) = 6
_UVScale ("UVScale", Float) = 1.0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// texture arrays are not available everywhere,
// only compile shader on platforms where they are
#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;
o.uv.z = (vertex.z + 0.5) * _SliceRange;
return o;
}
UNITY_DECLARE_TEX2DARRAY(_MyArr);
half4 frag (v2f i) : SV_Target
{
return UNITY_SAMPLE_TEX2DARRAY(_MyArr, i.uv);
}
ENDCG
}
}
}
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