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Question by Wouter97 · May 07, 2020 at 02:16 PM · texturerenderingshadersrendertexture

How to read self when CustomRenderTexture dimension is Tex2DArray

When creating a CustomRenderTexture shader, Unity provides _SelfTexture2D, _SelfTextureCube and _SelfTexture3D to read the value of the texture in the previous frame. I now want to set dimension to TextureDimension.Tex2DArray. Trying to read from any of these seems to result in a zero values. I'm always writing and reading from the 0th slice. Double buffering is enabled.

I've also tried passing the texture manually back into the shader, and this sort of works but produces a "Custom Render Texture cyclic dependency should not exist" error.

I could create 2 textures and manually blit them each frame, effectively doing the double buffering myself, but I assume there is a better way I am not seeing.

How can I sample a doubly-buffered texturearray while writing to it?

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avatar image Wouter97 · May 07, 2020 at 07:38 PM 0
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I ended up just having 2 textures and blitting them like so: Graphics.Blit(mirrorRenderTextures, mirrorRenderTexturesBuffer, sliceIndex, sliceIndex);

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