Merge pull request #48015 from rainlizard/how-to-use-texturearray
Documented of how to use a TextureArray
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Array of textures stored in a single primitive.
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</brief_description>
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<description>
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[TextureArray]s store an array of images 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 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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[codeblock]
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shader_type canvas_item;
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uniform sampler2DArray tex;
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uniform int index;
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void fragment() {
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COLOR = texture(tex, vec3(UV.x, UV.y, float(index)));
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}
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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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</description>
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<tutorials>
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</tutorials>
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