Shader "Hidden/TextureArrayEditor" { Properties { _MainTex ("_MainTex", 2DArray) = "white" {} _Index ("_Index", Int) = 0 } SubShader { Pass { CGPROGRAM #pragma vertex vert_img #pragma fragment frag #pragma target 3.5 #include "UnityCG.cginc" #include "UnityStandardUtils.cginc" uniform UNITY_DECLARE_TEX2DARRAY( _MainTex ); int _Index; float4 frag( v2f_img i ) : SV_Target { //return UNITY_SAMPLE_TEX2DARRAY_LOD( _MainTex, float3( i.uv, _Index), 0 ); return UNITY_SAMPLE_TEX2DARRAY( _MainTex, float3( i.uv, _Index) ); } ENDCG } } }