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Can you define an array of floats in shader?
It’s an odd omission, especially since texture arrays are supported as properties (though texture arrays are a specific type of texture sampler rather than an array of texture properties like color arrays). So you would be able to use it in the calculation, but you would only be able to modify the value via MonoBehaviour script (and would need to).
Is it better to use texture or array in shader?
The texture is a little heavier, yes, especially if you plan on iterating over all of that data for every pixel being rendered. For a hand full of samples, there may be no real difference. There’s kind of a cross over point though- In MegaSplat I have the problem of needing to store many per-texture properties for 256 textures.
Which is the default value for a shader variable?
If you do not specify a type-modifier value, the compiler uses column_major as the default value. Any HLSL type listed in Data Types (DirectX HLSL). ASCII string that uniquely identifies a shader variable.
When to ignore an IF in a shader?
In a lot of cases an if in a shader isn’t actually a branch as you would expect from traditional CPU centric languages. An example: In C#, the expectation would be that the loop never runs. Though, if the count was zero, it’s unnecessary code as it would be skipped anyway… we’ll ignore that for now.
Do you need descriptor for texture array in Win32?
Texture arrays require one descriptor, however all the array slices must share the same format, width, height and mip count. Also, the array must occupy a contiguous range in virtual address space. The following code shows an example of accessing a texture array from a shader.
Which is shader model does Direct3D 12 support?
All Direct3D 12 hardware supports Shader Model 5.1, so support for this model does not depend on what the hardware feature level is. Shader Model 5 (SM5.0) resource syntax uses the register keyword to relay important information about the resource to the HLSL compiler.
Can a texture array be varied without qualifiers?
In a texture array, the index can be varied freely, without any need for qualifiers such as NonUniformResourceIndex. The equivalent descriptor array would be: