In the High Definition Render Pipeline (HDRP) you can use Streaming Virtual Texturing (SVT) in ShadersA program that runs on the GPU. More info
See in Glossary you create with Shader Graph.
Some additional console platforms support this functionality. Consult the documentation for your target platform to determine if it supports Streaming Virtual Texturing.
SVT is built on top of Texture2D. SVT Textures go through the same importer, which limits the maximum texture size. SVT doesn’t support textures larger than 16K x 16K. It also does not support UDIM Textures, or merging tiled image files into one large texture.
SVT doesn’t support all Texture graphics formats. The supported formats are:
GraphicsFormat::kFormatRGBA_DXT1_SRGB
GraphicsFormat::kFormatRGBA_DXT1_UNorm
GraphicsFormat::kFormatRGBA_DXT3_SRGB
GraphicsFormat::kFormatRGBA_DXT3_UNorm
GraphicsFormat::kFormatR_BC4_UNorm
GraphicsFormat::kFormatRG_BC5_UNorm
GraphicsFormat::kFormatRGB_BC6H_SFloat
GraphicsFormat::kFormatRGB_BC6H_UFloat
GraphicsFormat::kFormatRGBA_BC7_SRGB
GraphicsFormat::kFormatRGBA_BC7_UNorm
GraphicsFormat::kFormatR8_SRGB
GraphicsFormat::kFormatR8_UNorm
GraphicsFormat::kFormatR8G8_SRGB
GraphicsFormat::kFormatR8G8_UNorm
GraphicsFormat::kFormatR8G8B8_SRGB
GraphicsFormat::kFormatR8G8B8_UNorm
GraphicsFormat::kFormatR8G8B8A8_SRGB
GraphicsFormat::kFormatR8G8B8A8_UNorm
GraphicsFormat::kFormatR16_SFloat
GraphicsFormat::kFormatR16_UNorm
GraphicsFormat::kFormatR16G16_SFloat
GraphicsFormat::kFormatR16G16_UNorm
GraphicsFormat::kFormatR16G16B16A16_SFloat
GraphicsFormat::kFormatR16G16B16A16_UNorm
GraphicsFormat::kFormatR32_SFloat
GraphicsFormat::kFormatR32G32_SFloat
GraphicsFormat::kFormatR32G32B32A32_SFloat
GraphicsFormat::kFormatA2B10G10R10_UNormPack32
SVT does not support the following:
Textures in SVT don’t have mipmaps smaller than the tile size (128 x 128 pixels). SVT clamps the sampling to this mip, so you can see aliasing for certain content at a distance.
SVT only supports trilinear filtering in the Player, and not in the Editor.
SVT only supports streaming from disk in the Player, and not in the Editor.
The maximum anisotropic filtering level is 8. This is because each tile has an 8-pixel border.
You cannot set Textures that are part of a stack dynamically in the Player. In the Player, you cannot call Material.SetTexture
or Renderer.SetPropertyBlock
to modify the Texture Stack.
SVT does not support the following:
The aspect ratiosThe relationship of an image’s proportional dimensions, such as its width and height.
See in Glossary of stack layers must match.