Unity は、通常の 2D テクスチャ (Texture2D クラス、シェーダーの sampler2D)、 キューブマップ (Cubemap クラス、シェーダーの samplerCUBE)、3D テクスチャ (Texture3D クラス、シェーダーの sampler3D) 同様、2D テクスチャ配列もサポートします。
テクスチャ配列はすべてのプラットフォームで動作するわけではないので、テクスチャ配列にアクセスするために、シェーダーは適切な コンパイルターゲット や機能要件を必要とします。テクスチャ配列をサポートする最小のシェーダーモデルのコンパイルターゲットは 3.5
で、機能名は 2darray
です。
テクスチャ配列を宣言してサンプリングするには、以下の マクロ を使用します。
以下のシェーダーの例は、オブジェクトの空間の頂点位置を使用してテクスチャ配列をサンプリングしています。
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
// テクスチャ配列はどこででも使用可能なわけではありません
// テクスチャ配列の位置するプラットフォームのコンパイルシェーダーのみです
#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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