Hi folks
I’m attempting to use TextureArrays in a (built-in render pipeline) shader and I’d like to have separate samplers for each of my texture array calls. I can’t find any useful information on this.
I’m not using shader graph - I’m writing hlsl code.
Essentially, my array contains 2 different kinds of textures:
- At index is the diffuse and AO
- At index+1 are some maps (smoothness, metallic, etc).
To reduce tiling artifacts I sample each (tiling) texture twice - one at scale 1 and the other at another scale, then blend them.
What I’m trying to do is use multiple samplers so the all kick off in parallel
- Diffuse+AO at scale 1
- Diffuse+AO at scale something else
- Maps at scale 1
- Maps at scale something else
Could someone point me in the direction of declaring (and using) 4 samplers for the same TextureArray?
Thanks for any info at all on this!