Hi, I am testing the Texture2DArray and for the life of me I couldn’t make the sampling work in the Surface shader, it compiles with no problem using #ifndef SHADER_TARGET_SURFACE_ANALYSIS, but the uv seems to be always turn to float(1,1), even as the uv works with regular tex2D sampling.
To make it visual the following sampling returns the next image.
o.Albedo =tex2D (_myTexture, IN.uv_MyArray);
And the same applies to this:
#ifndef SHADER_TARGET_SURFACE_ANALYSIS
o.Albedo = UNITY_SAMPLE_TEX2DARRAY(_MyArray,float3(IN.uv_MyArray,0));
#endif