I'm trying to use Texture2DArray in place of a texture atlas. The problem is the Standard shader doesn't support Texture2DArray and I'm terrible at shaders. I want something that mimics all the same functionality as the Standard shader, but uses Vector3 in place of Vector2 for the UVs so the Z of the UV can be used to pick the texture from the Texture2DArray. I'm using mesh.SetUVs(0, List<Vector3>(...)) to pass in the 3D UVs. I tried following https://medium.com/@calebfaith/how-to-use-texture-arrays-in-unity-a830ae04c98b, but my simple test mesh is showing up plain white, no texture.