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@@ -4,8 +4,8 @@
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Array of textures stored in a single primitive.
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Array of textures stored in a single primitive.
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</brief_description>
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</brief_description>
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<description>
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<description>
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- [TextureArray]s store an array of [Image]s in a single [Texture] primitive. Each layer of the texture array has its own mipmap chain. This makes it is a good alternative to texture atlases.
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- [TextureArray]s must be displayed using shaders. After importing your file as a [TextureArray] and setting the appropriate Horizontal and Vertical Slices, display it by setting it as a uniform to a shader, for example:
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+ [TextureArray]s store an array of [Image]s in a single [Texture] primitive. Each layer of the texture array has its own mipmap chain. This makes it is a good alternative to texture atlases. See also [Texture3D].
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+ [TextureArray]s must be displayed using shaders. After importing your file as a [TextureArray] and setting the appropriate Horizontal and Vertical Slices, display it by setting it as a uniform to a shader, for example (2D):
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[codeblock]
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[codeblock]
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shader_type canvas_item;
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shader_type canvas_item;
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@@ -17,6 +17,18 @@
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}
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}
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[/codeblock]
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[/codeblock]
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Set the integer uniform "index" to show a particular part of the texture as defined by the Horizontal and Vertical Slices in the importer.
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Set the integer uniform "index" to show a particular part of the texture as defined by the Horizontal and Vertical Slices in the importer.
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+ [b]Note:[/b] When sampling an albedo texture from a texture array in 3D, the sRGB -> linear conversion hint ([code]hint_albedo[/code]) should be used to prevent colors from looking washed out:
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+ [codeblock]
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+ shader_type spatial;
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+
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+ uniform sampler2DArray tex : hint_albedo;
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+ uniform int index;
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+
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+ void fragment() {
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+ ALBEDO = texture(tex, vec3(UV.x, UV.y, float(index)));
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+ }
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+ [/codeblock]
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+ [b]Note:[/b] [TextureArray]s can only be sampled in shaders in the GLES3 backend. In GLES2, their data can be accessed via scripting, but there is no way to render them in a hardware-accelerated manner.
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</description>
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</description>
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<tutorials>
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<tutorials>
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</tutorials>
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</tutorials>
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