Shader "Hidden/Griffin/DrawTextureArraySlice" { Properties { _MainTex ("Texture", 2DArray) = "" {} _SliceIndex ("Slice Index", Int) = 0 } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma require 2darray #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float3 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; UNITY_DECLARE_TEX2DARRAY(_MainTex); float4 _MainTex_ST; int _SliceIndex; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv.xy = TRANSFORM_TEX(v.uv, _MainTex); o.uv.z = _SliceIndex; return o; } fixed4 frag(v2f i) : SV_Target { float4 col = UNITY_SAMPLE_TEX2DARRAY(_MainTex, i.uv); return col; } ENDCG } } }