Hi, this is I believe the equivalent of a Queue node for spread but this one will output a Texture2DArray.
It is using a compute shader with RWTexture2DArray<float4> (read and write texture 2d array).
shader QueueTexture_ComputeFX : ComputeShaderBase, Texturing
{
RWTexture2DArray<float4> RWArray;
int2 Reso;
int counter;
override void Compute()
{
uint2 uv = streams.DispatchThreadId.xy;
float2 texUV = (float2(uv.x % Reso.x, uv.y % Reso.y) + 0.5) / Reso;
float4 col = Texture0.SampleLevel(LinearSampler, texUV, 0);
RWArray[uint3(uv, counter)] = col;
}
};
TextureQueueArray.zip (5.6 KB)