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How to maintain a sequence of Texture3D's in shader and access with indices?

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Hi there,

I'm a bit new to unity shader programming, currently, I want to maintain a realtime Global Distance Field which should be calculated out from all local signed distance field(SDF) data (you can search "SDFr" on Github for the tool). I've already had some baked Texture3D of those local SDF and pass each of them into the shader, now the shader has a number of Texture3D's.

Since they are local SDF and the global SDF should convert them to the world space, here also pass a...

How to maintain a sequence of Texture3D's in shader and access with indices?

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