Can ASE reuse samplers?
Posted: Tue Nov 20, 2018 1:36 am
I'm working on a custom Terrain shader, and am hitting the 14 sampler wall.
We're stuffing the textures to the gills. Each texture set is 5 textures packed into 2 RGBA maps (Color, Gloss, Derivative, AO, and Displacement all packed into 8 channels.)
Unity has macros that allow you to reuse samplers, for example: "UNITY_DECLARE_TEX2D_NOSAMPLER()"
So if i hand edit the shader code, I can get past the limit, but at that point, I can no longer use ASE to modify the shader graph.
Is there any workaround? Texture Arrays are a dealbreaker due to the GPU stalls we've encountered on some of the target hardware.
We're stuffing the textures to the gills. Each texture set is 5 textures packed into 2 RGBA maps (Color, Gloss, Derivative, AO, and Displacement all packed into 8 channels.)
Unity has macros that allow you to reuse samplers, for example: "UNITY_DECLARE_TEX2D_NOSAMPLER()"
So if i hand edit the shader code, I can get past the limit, but at that point, I can no longer use ASE to modify the shader graph.
Is there any workaround? Texture Arrays are a dealbreaker due to the GPU stalls we've encountered on some of the target hardware.