Shader "MeshBaker/Examples/UnlitTextureArray" { Properties { _MainTex ("Tex", 2DArray) = "" {} } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag // make fog work #pragma multi_compile_fog #pragma target 3.5 #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float3 uv : TEXCOORD0; }; struct v2f { float3 uv : TEXCOORD0; UNITY_FOG_COORDS(1) float4 vertex : SV_POSITION; }; UNITY_DECLARE_TEX2DARRAY(_MainTex); v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = UNITY_SAMPLE_TEX2DARRAY(_MainTex, i.uv); return col; } ENDCG } } }