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Shader / Material with "unlimited" textures / layers (splatmap?)
I would like to know if it's possible to have a shader / splat map to which an unlimited number of textures can be added, like the one that the Unity Terrain object uses.
So far, all my research has brought up are shaders that hold up to 5 different textures (RGBA, R, G, B, A). I'm not asking for any code, just if someone has any ideas if something like this exists, is possible or even knows how to approach such a shader.
Answer by tanoshimi · May 26, 2014 at 09:13 PM
Sure - subject to the limits of your GPU - you can have a shader with (theoretically) as many texture lookups as you want. I used 8 in a scientific visualisation app I made. But for performance reasons you generally want to keep that value lower.
Thank you. Are you using some kind of custom channels? How is the visibility/strength (for lack of a better word) of each texture deter$$anonymous$$ed?
It's a series of data readings encoded as the RGBA values. So, each texture can hold 4 series, 8 textures = 32 series. They're aggregated in a fairly complicated and very application-specific way to deter$$anonymous$$e the actual pixel colour value displayed.
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