In the High Definition Render Pipeline (HDRP) you can use Streaming Virtual Texturing (SVT) in Shaders you create with Shader Graph.
SVT is built on top of Texture2D. SVT Textures go through the same importer, which limits the maximum texture size. SVT doesn’t support textures larger than 16K x 16K. It also does not support UDIM Textures, or merging tiled image files into one large texture.
SVT doesn’t support all Texture graphics formats. The supported formats are:
GraphicsFormat::kFormatRGBA_DXT1_SRGBGraphicsFormat::kFormatRGBA_DXT1_UNormGraphicsFormat::kFormatRGBA_DXT3_SRGBGraphicsFormat::kFormatRGBA_DXT3_UNormGraphicsFormat::kFormatR_BC4_UNormGraphicsFormat::kFormatRG_BC5_UNormGraphicsFormat::kFormatRGB_BC6H_SFloatGraphicsFormat::kFormatRGB_BC6H_UFloatGraphicsFormat::kFormatRGBA_BC7_SRGBGraphicsFormat::kFormatRGBA_BC7_UNormGraphicsFormat::kFormatR8_SRGBGraphicsFormat::kFormatR8_UNormGraphicsFormat::kFormatR8G8_SRGBGraphicsFormat::kFormatR8G8_UNormGraphicsFormat::kFormatR8G8B8_SRGBGraphicsFormat::kFormatR8G8B8_UNormGraphicsFormat::kFormatR8G8B8A8_SRGBGraphicsFormat::kFormatR8G8B8A8_UNormGraphicsFormat::kFormatR16_SFloatGraphicsFormat::kFormatR16_UNormGraphicsFormat::kFormatR16G16_SFloatGraphicsFormat::kFormatR16G16_UNormGraphicsFormat::kFormatR16G16B16A16_SFloatGraphicsFormat::kFormatR16G16B16A16_UNormGraphicsFormat::kFormatR32_SFloatGraphicsFormat::kFormatR32G32_SFloatGraphicsFormat::kFormatR32G32B32A32_SFloatGraphicsFormat::kFormatA2B10G10R10_UNormPack32SVT는 다음을 지원하지 않습니다.
SVT의 텍스처에는 타일 크기(128x128픽셀)보다 작은 밉맵이 없습니다. SVT는 샘플링을 이 밉으로 고정하므로, 멀리 떨어진 특정 콘텐츠의 경우 앨리어싱이 보일 수 있습니다.
SVT only supports trilinear filtering in the Player, and not in the Editor.
SVT only supports streaming from disk in the Player, and not in the Editor.
The maximum anisotropic filtering level is 8. This is because each tile has an 8-pixel border.
You cannot set Textures that are part of a stack dynamically in the Player. In the Player, you cannot call Material.SetTexture or Renderer.SetPropertyBlock to modify the Texture Stack.
SVT는 다음을 지원하지 않습니다.
스택 레이어의 종횡비가 일치해야 합니다.