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Writing to UAV mipmap levels

Discussion in 'General Graphics' started by supermtf20, Nov 25, 2014.

  1. supermtf20

    supermtf20

    Joined:
    Oct 29, 2014
    Posts:
    5
    Hi,

    I need to store multiple volume textures into the mip levels of a RWTexture3D. There seems to be no way to do that inside CG shader.

    Alternatively, I could store each mip level texture in a separate 3D RenderTexture. However, 3D renderTextures get only a single mip level (please correct me if I'm wrong). The only thing I could think of is to use Texture3D's "SetPixels(Color[] colors, int miplevel)" to put data from all render textures into one mipmapped 3D texture. But there doesn't seem to be any way to get color[] out of a 3D volume RenderTexture.

    Any help is much appreciated.