Hi,
I am also encountering issues with the Texture2DArray and shaders. I’ve been following the steps given by jimmikaelkael and sivael (thanks both for your valuable help) and the result is that I am able to declare a Texture2DArray in a custom vertex and fragment shader, but not in a surface shader. I mean, in the surface shader it gives a sintax error, so I guess this is the issue abeacco is refering to.
Please, find attached both shaders in case you want to try. The surface shader (not compiling):
Shader "Custom/Tex2DArray" {
Properties {
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
_Tex2DArray ("Tex2DArray (RGB)", 2DArray) = "white" {}
}
SubShader {
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 4.0
sampler2D _MainTex;
UNITY_DECLARE_TEX2DARRAY(_Tex2DArray);
struct Input {
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
void surf (Input IN, inout SurfaceOutputStandard o) {
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
And the custom vertex and fragment shader (compiling fine):
Shader "Unlit/Tex2DArray2"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_Tex2DArray ("Tex2DArray (RGB)", 2DArray) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// make fog work
#pragma multi_compile_fog
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
UNITY_FOG_COORDS(1)
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
UNITY_DECLARE_TEX2DARRAY(_Tex2DArray);
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 col = tex2D(_MainTex, i.uv);
// apply fog
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
So is there something I am missing in the case of the surface shader? Maybe an include or a pragma? Or it is simply a bug of the current beta version that will be adressed in a future release?
Thanks in advance!