by Amplify_Borba » Mon Jun 25, 2018 4:36 pm
Hello, sorry for not getting back to you earlier, the ASE team was preparing for the Unite Berlin event at the time of your post and, as a result, we weren't able to provide the timely support that you'd expect from us.
Regarding the error you're getting, I can confirm that you are limited to a fixed amount of textures in DX11, and even though it states that you can use up to 16 samplers, the max number you can really use is lower than that and may vary according to your project. This is because a Unity Surface Shader may internally use some samplers for itself( e.g. if you are using light maps ).
There's only two ways around this limitation, you either reduce the amount of textures by packing some of them together or by creating a texture atlas. You can pack a bunch of them together as a texture array, which will let you use just one texture asset, the caveat being that all texture import settings between the textures that compose that array must be the same. For instance, if you are packing all 16 textures in there they all must be of the same size, or if one of them is a normal map in linear space they all must be normal maps in linear space.
We also offer a simple tool to allow you to create your own texture arrays. You can find it at Window>Amplify Shader Editor>Texture Array Creator.
Please let me know if this helps, and if you have any follow up questions, thanks!