So what I'm trying to do is load satellite images from an SQL table and wrap them around a sphere to create a globe. I know I've got loading the images covered, I'm just not sure how to make my shader display the images in the correct orientation.
I've gone to the Unity Forums as well as checked out this code from the Unity Docs.
Using the linked shader code and the help I received on the forums, here's the code I've ended up with:
Properties
{
_MainTexArray("Tex", 2DArray) = "" {}
_SliceRange("Slices", Range(0,32)) = 6
_UVScale("UVScale", Float) = 1
_COLUMNS("Columns", Range(0, 5)) = 1
_ROWS("Rows", Range(0, 5)) = 1
_CELLS("Cells", Range(0, 32)) = 16
}
SubShader
{
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
// texture arrays are not available everywhere,
// only compile shader on platforms where they are
#pragma require 2darray
#include "UnityCG.cginc"
struct v2f
{
float3 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
float _SliceRange;
float _UVScale;
v2f vert(float4 vertex : POSITION)
{
v2f o;
o.vertex = UnityObjectToClipPos(vertex);
o.uv.xy = (vertex.xy + 0.5) * _UVScale;
o.uv.z = (vertex.z + 0.5) * _SliceRange;
return o;
}
float _COLUMNS; //Columns and rows only go between 0 and 1
float _ROWS;
float _CELLS;
UNITY_DECLARE_TEX2DARRAY(_MainTexArray);
half4 frag(v2f i) : SV_Target
{
float3 uv = float3(i.uv.x * _CELLS, i.uv.y * _CELLS, 0);
uv.z = floor(i.uv.x / _COLUMNS) * floor(i.uv.y / _ROWS);
return UNITY_SAMPLE_TEX2DARRAY(_MainTexArray, uv / _CELLS);
}
ENDCG
}
}
Using that I've gotten my materials to look like this:
Here's the code that I'm using to load the SQL images:
textures = new Texture2D[size];
for (int x = 0; x <= 7; x++)
{
for (int y = 0; y <= 3; y++)
{
textures[count] = tiler.Read(x, y, 2); //The z determines the zoom level, so I wouldn't want them all loaded at once
if (textures[count] != null) TextureScale.Bilinear(textures[count], 256, 256);
count++;
}
}
texArr = new Texture2DArray(256, 256, textures.Length, TextureFormat.RGBA32, true, true);
texArr.filterMode = FilterMode.Bilinear;
texArr.wrapMode = TextureWrapMode.Repeat;
for (int i = 0; i < textures.Length; i++)
{
if (textures[i] == null) continue;
texArr.SetPixels(textures[i].GetPixels(0), i, 0);
}
texArr.Apply();
mat.SetTexture("_MainTexArray", texArr);
In the SQL Table, the x and y determines the position of the tile and the z determines the zoom level. I'm just working with one zoom level for now.
Sorry for linking the whole shader class, but I'm not very experienced with shaders so I don't quite know where the problem lies.