3D Texture Array

Hi there,

Trying to implement a volumetric raymarch pass in the deferred pipeline to render all my custom volumetric smoke object within the scene. Currently I tried to pass the volume infos as structured buffer, which works fine. For volume textures, however, I need to access them using dynamic indexing, which SHADER_PARAMETER_RDG_TEXTURE_ARRAY does not allow. I have also checked that there are no such “Texture3DArray” in both UE5 and HLSL. Though I might be able to still do the things with hard-coded loop through the fixed size of volume textures, it would be much better if dynamic indexing is supported. Any idea?

Thanks a lot!

Did you ever figure out a solution? I’m stuck on the same problem.