I have a shader that combines a Texture2DArray grid into one big image.
Shader
Shader "Huge Texture/UI Array"
{
Properties
{
[PerRendererData] _MainTex("Sprite Texture", 2DArray) = "white" {}
_Color("Tint", Color) = (1,1,1,1)
_StencilComp("Stencil Comparison", Float) = 8
_Stencil("Stencil ID", Float) = 0
_StencilOp("Stencil Operation", Float) = 0
_StencilWriteMask("Stencil Write Mask", Float) = 255
_StencilReadMask("Stencil Read Mask", Float) = 255
_ColorMask("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
_Cols("Cols", Int) = 1
_Rows("Rows", Int) = 1
}
SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}
Stencil
{
Ref[_Stencil]
Comp[_StencilComp]
Pass[_StencilOp]
ReadMask[_StencilReadMask]
WriteMask[_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest[unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.5
#pragma require 2darray
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
UNITY_DECLARE_TEX2DARRAY(_MainTex);
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
half _Cols;
half _Rows;
v2f vert(appdata_t v)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = v.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN) : SV_Target
{
float uvx = IN.texcoord.x * _Cols;
float uvy = IN.texcoord.y * _Rows;
float uvz = floor(uvy) * _Cols + floor(uvx);
uvx = frac(uvx);
uvy = frac(uvy);
half4 color = (UNITY_SAMPLE_TEX2DARRAY(_MainTex, float3(uvx, uvy, uvz)) + _TextureSampleAdd) * IN.color;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}
This shader works correctly when mip maps are disabled.
When I enable the mip maps, the seams are displayed between the pages.
Initially I thought it was a problem with mip levels generation or wrapping.
I’ve tried the following (everything doesn’t work):
- Generate mip levels manually;
- UNITY_SAMPLE_TEX2DARRAY_SAMPLER;
- UNITY_SAMPLE_TEX2DARRAY_GRAD;
- _MainTex_TexelSize. This doesn’t work at all, and contains 0 in all fields;
- Make padding for pages.
Padding
uvx = clamp(frac(uvx), 0.05, 0.95);
uvy = clamp(frac(uvy), 0.05, 0.95);
Is this some kind of bug in Unity or what?
Any help would be appreciated.
