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@Spaxe
Created November 2, 2016 13:40
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// Used to generate Texture Array asset
// Menu button is available in GameObject > Create Texture Array
// See CHANGEME in the file
using UnityEngine;
using UnityEditor;
public class TextureArray : MonoBehaviour {
[MenuItem("GameObject/Create Texture Array")]
static void Create()
{
// CHANGEME: Filepath must be under "Resources" and named appropriately. Extension is ignored.
// {0:000} means zero padding of 3 digits, i.e. 001, 002, 003 ... 010, 011, 012, ...
string filePattern = "Smoke/smoke_{0:000}";
// CHANGEME: Number of textures you want to add in the array
int slices = 24;
// CHANGEME: TextureFormat.RGB24 is good for PNG files with no alpha channels. Use TextureFormat.RGB32 with alpha.
// See Texture2DArray in unity scripting API.
Texture2DArray textureArray = new Texture2DArray(256, 256, slices, TextureFormat.RGB24, false);
// CHANGEME: If your files start at 001, use i = 1. Otherwise change to what you got.
for (int i = 1; i <= slices; i++)
{
string filename = string.Format(filePattern, i);
Debug.Log("Loading " + filename);
Texture2D tex = (Texture2D)Resources.Load(filename);
textureArray.SetPixels(tex.GetPixels(0), i, 0);
}
textureArray.Apply();
// CHANGEME: Path where you want to save the texture array. It must end in .asset extension for Unity to recognise it.
string path = "Assets/Tasmania/Resources/SmokeTextureArray.asset";
AssetDatabase.CreateAsset(textureArray, path);
Debug.Log("Saved asset to " + path);
}
}
// After this, you will have a Texture Array asset which you can assign to the shader's Tex attribute!
// Directly taken from Unity doco
Shader "Example/Sample2DArrayTexture"
{
Properties
{
_MyArr("Tex", 2DArray) = "" {}
_SliceRange("Slices", Range(1,24)) = 0
_UVScale("UVScale", Float) = 1.0
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// to use texture arrays we need to target DX10/OpenGLES3 which
// is shader model 3.5 minimum
#pragma target 3.5
#include "UnityCG.cginc"
struct v2f
{
float3 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
float _SliceRange;
float _UVScale;
v2f vert(float4 vertex : POSITION)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, vertex);
o.uv.xy = (vertex.xy + 0.5) * _UVScale;
o.uv.z = (vertex.z + 0.5) * _SliceRange;
return o;
}
UNITY_DECLARE_TEX2DARRAY(_MyArr);
half4 frag(v2f i) : SV_Target
{
return UNITY_SAMPLE_TEX2DARRAY(_MyArr, i.uv);
}
ENDCG
}
}
}
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