Tutorial Multitexturing and Texture Arrays. This tutorial will cover how to do multitexturing in DirectX 11 as well as how to implement texture arrays in DirectX Multitexturing is the process of blending two different textures to create a final texture.
The equation you use to blend the two textures can differ depending on the result you are trying to achieve. In this tutorial we will look at just combining the average pixel color of the two textures to create an evenly blended final texture.
Texture arrays is a new feature since DirectX 10 that allows you to have multiple textures active at once in the gpu.
Past methods where only a single texture was ever active in the gpu caused a lot of extra processing to load and unload textures all the time. Most people got around this problem by using texture aliases loading a bunch of textures onto one large texture and just using different UV coordinates.
However texture aliases are no longer needed with this new feature. The first texture used in this tutorial we will call the base texture which looks like the following:. The second texture we will use to combine with the first one will be called the color texture. It looks like the following:. These two textures will be combined in the pixel shader on a pixel by pixel basis. The blending equation we will use will be the following:. Using that equation and the two textures we will get the following result:.
Now you may be wondering why I didn't just add together the average of the pixels such as the following:. The reason being is that the pixel color presented to us has been corrected to the gamma of the monitor. This makes the pixel values from 0. Therefore we need gamma correction when working in the pixel shader to deal with non-linear color values. If we don't correct for gamma and just do the average addition function we get a washed out result such as this:.
Also note that most devices have different gamma values and most require a look up table or a gamma slider so the user can choose the gamma settings for their device. In this example I just choose 2. We'll start the code section by first looking at the new multitexture shader which was originally based on the texture shader file with some slight changes.
The only change to the vertex shader is the name. We have added a two element texture array resource here for the two different textures that will be blended together.
Texture arrays are more efficient that using single texture resources in terms of performance on the graphics card. Switching textures was very costly in earlier versions of DirectX forcing most engines to be written around texture and material switches.
Texture arrays help reduce that performance cost. The pixel shader is where all the work of this tutorial is done. We take a sample of the pixel from both textures at this current texture coordinate.
Subscribe to RSS
After that we combine them using multiplication since they are non-linear due to gamma correction. We also multiply by a gamma value, we have used 2.
Once we have the blended pixel we saturate it and then return it as our final result. Notice also the indexing method used to access the two textures in the texture array. The multitexture shader code is based on the TextureShaderClass with some slight modifications. Shutdown calls the ShutdownShader function to release the shader related interfaces. The Render function now takes as input a pointer to the texture array.
This will give the shader access to the two textures for blending operations.Inheritance diagram for osg::Texture2DArray: [ legend ] List of all members. Texture arrays were introduced with Shader Model 4. A 2D texture array does contain textures sharing the same properties e. Implements osg::StateAttribute.
Implements osg::Texture. The number is equal to the texture depth. If width or height are zero then the repsective size value is calculated from the source image sizes. Depth parameter specifies the number of layers to be used. Should only be called within an osg::Texuture::apply and custom OpenGL texture load. Updates a portion of an existing OpenGL texture object from the current OpenGL background framebuffer contents at position xy with width width and height height.
Loads framebuffer data into the texture using offsets xoffset and yoffset. Otherwise recompile. If 'createIfNotInitalized' is true then the Extensions object is automatically created. However, in this case the extension object will only be created with the graphics context associated with ContextID.
Reimplemented from osg::Texture. Typically used when you have different extensions supported across graphics pipes but need to ensure that they all use the same low common denominator extensions. Copy constructor using CopyOp to manage deep vs shallow copy. Set the texture image for specified layer. Get the texture image for specified layer.
Get the const texture image for specified layer. Get the number of images that are assigned to the Texture. Set the texture width and height. Set the number of mip map levels the the texture has been created with. Get the number of mip map levels the the texture has been created with. Bind the texture if already compiled.
Function to call to get the extension of a specified context. The setExtensions method allows users to override the extensions across graphics contexts. Use std::vector to encapsulate referenced pointers to images of different layers. Vectors gives us a random access iterator. The overhead of non-used elements is negligeable. Check how often was a certain layer in the given context modified.Here's some sample code for setting up yourself a 2D array texture.
This is a useful technique for anything that uses a collection of mostly disjoint sprites. One reason I find this useful is to make the gpu prevent colors from a next-door sprite bleeding over into an adjoining sprite.
This can happen if you use a single image to store many sprites in a sprite sheet. Here's an example sheet from a Dwarf Fortress tileset:. You could use a tileset in OpenGL directly as a texture simply by taking the texels from the right place in the texture:. But this can lead to the color-bleeding problem mentioned above, even if you do the math right.
Precision errors happen! Using a 2d array texture, you can fix that by clamping to the edges of the rectangular blocks you want to treat as individual sprites, and you don't have to take up any extra memory.
Basically, a 2d array texture just gives you extra control over things like clamping and more convenient lookup coordinates. Time for the sample code. This first code block is entirely setup. Something like this should be run once at startup; later we'll see the per-frame code. In my opinion, that's a heckuva lotta code for something that's conceptually not that crazy.
Next up is how we actually use the 2d array in the fragment shader. This is not a complete shader, but just the bits relevant to using the 2d array sampler. The texture lookup uses a vec3 as input. The first two coordinates are treated as floats; the image is treated as living completely in the square [0,1] x [0,1].
The third coordinate is expected to be an integer, and determines which z-slice of the 2d array is used.
The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information.
I am trying to implement a model loader where models have different amount of textures. At the moment my HLSL uses Texture2D with a size of 2 texture and normal textures but as my models have varying amounts of textures, I am looking to use Texture2DArray but have no clue where to start.
I've been trying to find examples and such on the internet but have had no luck :. One ShaderResourceView views the entire array, you don't need multiple views. Learn more. Asked 6 years, 3 months ago. Active 2 years, 7 months ago.
Game Development Stack Exchange is a question and answer site for professional and independent game developers. It only takes a minute to sign up. The texture I am trying to create is not multisampled, and I want only one mip level. I can't find a working example of a Texture2D Array. The following code snippet works when sTexDesc. With sTexDesc. Unhandled exception at 0xfef5da in test. As a Texture2D I can add multiples of the slice offset to this buffer address when assigning pSysMem and read each slice from a shader.
What am I missing?Use Texture2DArray for TextureLoading
I have tried all combinations of bind and usage flags and various values for MipLevels with no success. Problem solved. Like this:. Why would you ever have different slices with different pitches? Is that even really supported? That seems really strange. Sign up to join this community. The best answers are voted up and rise to the top. Home Questions Tags Users Unanswered. Asked 8 years, 9 months ago.
Active 4 years, 6 months ago. Viewed 11k times. You just can't accept your answer for 1 day or so.Implemented in: UnityEngine. Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
For some reason your suggested change could not be submitted. And thank you for taking the time to help us improve the quality of Unity Documentation. Modern graphics APIs e. From the shader side, they are treated as a single resource, and sampling them needs an extra coordinate that indicates which array element to sample from.
Typically texture arrays are useful as an alternative for texture atlases, or in other cases where objects use a set of same-sized textures e. Currently in Unity texture arrays do not have an import pipeline for them, and must be created from code, either at runtime or in editor scripts. Using Graphics. CopyTexture is useful for fast copying of pixel data from regular 2D textures into elements of a texture array.
From editor scripts, a common way of creating serialized texture array is to create it, fill with data either via Graphics. Use SystemInfo. Did you find this page useful? Please give it a rating:. What kind of problem would you like to report? It might be a Known Issue. Please check with the Issue Tracker at.
Thanks for letting us know! This page has been marked for review based on your feedback. If you have time, you can provide more information to help us fix the problem faster. Provide more information. You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:. You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:.
[Solved] Texture2DArray Shader
Game Development Stack Exchange is a question and answer site for professional and independent game developers. It only takes a minute to sign up. It's not clear how to do this. The semantic is only available in a geometry shader. My pipline doesn't have a geometry shader, and I don't know at compile time which primitive type I will be rendering - I'm reading models out of input files.
It seems like, to add a passthrough geometry shader I would need one shader program for every possible primitive type terrible. The desired output slice will not change between rendering passes. Is there no way to set a slice of a Texture2DArray as a render target without using a geometry shader? Sign up to join this community. The best answers are voted up and rise to the top.
Home Questions Tags Users Unanswered. Ask Question. Asked 8 years, 8 months ago. Active 8 years, 8 months ago.
Viewed 4k times. KindDragon 1 1 gold badge 2 2 silver badges 10 10 bronze badges. Active Oldest Votes. KindDragon KindDragon 1 1 gold badge 2 2 silver badges 10 10 bronze badges. Format; srtDesc. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown.
The Overflow Blog. The Overflow How many jobs can be done at home? Featured on Meta. Community and Moderator guidelines for escalating issues via new response…. Feedback on Q2 Community Roadmap. Related 1. Hot Network Questions. Question feed.