Shader "Hidden/PostProcessing/CopyStdFromTexArray" { //Blit from texture array slice. Similar to CopyStd but with texture array as source //and sampling from texture array. Having separate shader is cleaner than multiple #if in the code. Properties { _MainTex ("", 2DArray) = "white" {} } CGINCLUDE #pragma target 3.5 struct Attributes { float3 vertex : POSITION; }; struct Varyings { float4 vertex : SV_POSITION; float3 texcoord : TEXCOORD0; }; Texture2DArray _MainTex; SamplerState sampler_MainTex; float _DepthSlice; float2 TransformTriangleVertexToUV(float2 vertex) { float2 uv = (vertex + 1.0) * 0.5; return uv; } Varyings Vert(Attributes v) { Varyings o; o.vertex = float4(v.vertex.xy, 0.0, 1.0); o.texcoord.xy = TransformTriangleVertexToUV(v.vertex.xy); #if UNITY_UV_STARTS_AT_TOP o.texcoord.xy = o.texcoord.xy * float2(1.0, -1.0) + float2(0.0, 1.0); #endif o.texcoord.z = _DepthSlice; return o; } float4 Frag(Varyings i) : SV_Target { float4 color = _MainTex.Sample(sampler_MainTex, i.texcoord); return color; } bool IsNan(float x) { return (x < 0.0 || x > 0.0 || x == 0.0) ? false : true; } bool AnyIsNan(float4 x) { return IsNan(x.x) || IsNan(x.y) || IsNan(x.z) || IsNan(x.w); } float4 FragKillNaN(Varyings i) : SV_Target { float4 color = _MainTex.Sample(sampler_MainTex, i.texcoord); if (AnyIsNan(color)) { color = (0.0).xxxx; } return color; } ENDCG SubShader { Cull Off ZWrite Off ZTest Always // 0 - Copy Pass { CGPROGRAM #pragma vertex Vert #pragma fragment Frag ENDCG } // 0 - Copy + NaN killer Pass { CGPROGRAM #pragma vertex Vert #pragma fragment FragKillNaN ENDCG } } }