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DX11 : reuse sampler for multiple texture?

Discussion in 'Editor & General Support' started by ronan-thibaudau, Feb 23, 2014.

  1. ronan-thibaudau


    Jun 29, 2012
    I'd like to use many textures (as is, i don't care for performance at all, this isn't for realtime use), much more than 16 ideally.

    From what i gather the 16 limit is the limit on the number of samplers (not texture), and in DX10+ textures and their samplers are no longer linked to each other (if sampling the same way, you can reuse a sampler across multiple textures).

    Is this possible in unity (in DX11 mode) and if so how? I'd really like to write a 64+ texture (no hacks, no atlases, no 3D texture etc, full regular texture2D functionality available on each of those) shader, is that possible at all or is the DX11 renderer using the same logic as the DX9 one for this (or any other technical reason i could've missed) ?