Texture Caching

Hi all.

For a research project I have the following problem:

I have objects, which are visualized by a View-depended Texture Mapping approach. That means, I have a script which assigns different textures to an object, dependent on the viewing direction. The textures are hold in a Texture2D array. Obviously, Unity has no hint about which textures are most likely to be viewed next. Now, if the number and size of the textures exceeds available GPU memory, recopying actual textures to it may produce unwanted lags and/or reduced framerates.
Is it possible to get the involved mechanisms under control by a script? In such a script I would know the textures which are most likely to be next.

I haven’t found indication in the manual on how Unity is handling that or if it can be controlled in any way.

Thanks!

Anyone an idea?

I thought about something like a script which is aware of the visibility likelihood (which is simple calculation and poses no problem) to do texture upload to GPU whenever it is necessary. But how to do texture upload to GPU “manually”? And how to get track of textures already present in GPU memory, to ensure that only “unused” textures are thrown away…?

Is that possible somehow? I still need some solution… :frowning: