Shader "Unlit/Test"
{
Properties
{
_texArr ("Tex", 2DArray) = "" {}
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// to use texture arrays we need to target DX10/OpenGLES3 which
// is shader model 3.5 minimum
#pragma target 3.5
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
float4 texcoord3 : TEXCOORD2;
};
struct v2f
{
float3 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
//float4 texcoord3 : TEXCOORD2;
};
UNITY_DECLARE_TEX2DARRAY(_texArr);
v2f vert (appdata_t v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv.xy = v.texcoord;
// 动态使用
o.uv.z = v.texcoord3.x;
return o;
}
half4 frag (v2f i) : SV_Target
{
return UNITY_SAMPLE_TEX2DARRAY(_texArr, i.uv);
}
ENDCG
}
}
}