# Texture Slots vs. Shared: Wrap -- Pros & Cons

**URL:** <https://forums.unrealengine.com/t/texture-slots-vs-shared-wrap-pros-cons/473570>\
**Category:** Rendering\
**Tags:** slot, unreal-engine, Landscape, question\
**Created:** [October 27, 2020, 9:53am UTC](https://forums.unrealengine.com/t/texture-slots-vs-shared-wrap-pros-cons/473570 "2020-10-27T09:53:09Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Doctor\_Kannon](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/doctor_kannon/32/1130101_2.png) [@Doctor\_Kannon](https://forums.unrealengine.com/u/Doctor_Kannon)\
**Post date:** [October 27, 2020, 9:53am UTC](https://forums.unrealengine.com/t/texture-slots-vs-shared-wrap-pros-cons/473570/1 "2020-10-27T09:53:09Z")

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My landscape material currently has 12 textures (six Diffuse & Normal only) on seven layers. I will add two to four more layers. Obviously, I need to add more textures.

Yet, I’ve hit the upper limit of material textures (12 of the 16), and need more. So, either I resort to atlases or I use the Shared:Wrap option for each texture in the material.

My question is: What are the pros and cons of these approaches (12 texture slots vs. Shared:wrap)?

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**Author:** ![Doctor\_Kannon](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/doctor_kannon/32/1130101_2.png) [@Doctor\_Kannon](https://forums.unrealengine.com/u/Doctor_Kannon)\
**Post date:** [October 27, 2020, 7:35pm UTC](https://forums.unrealengine.com/t/texture-slots-vs-shared-wrap-pros-cons/473570/2 "2020-10-27T19:35:52Z")

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Bumping.

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**Author:** ![herb64](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@herb64](https://forums.unrealengine.com/u/herb64)\
**Post date:** [October 28, 2020, 9:21am UTC](https://forums.unrealengine.com/t/texture-slots-vs-shared-wrap-pros-cons/473570/3 "2020-10-28T09:21:08Z")

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I had the same question some time ago and came across this [forum thread](https://forums.unrealengine.com/development-discussion/rendering/114976-downsides-to-using-shared-texture-sampler-source#post967276). In short, it looks like there’s no downside using Shared: Wrap.

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**Author:** ![Doctor\_Kannon](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/doctor_kannon/32/1130101_2.png) [@Doctor\_Kannon](https://forums.unrealengine.com/u/Doctor_Kannon)\
**Post date:** [October 28, 2020, 8:55pm UTC](https://forums.unrealengine.com/t/texture-slots-vs-shared-wrap-pros-cons/473570/4 "2020-10-28T20:55:36Z")

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That’s a great thread. Very informative. Didn’t know that about metal. Thanks!

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**Author:** ![AJ\_Graphix](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/aj_graphix/32/1194669_2.png) [@AJ\_Graphix](https://forums.unrealengine.com/u/AJ_Graphix)\
**Post date:** [September 27, 2023, 6:01pm UTC](https://forums.unrealengine.com/t/texture-slots-vs-shared-wrap-pros-cons/473570/5 "2023-09-27T18:01:14Z")

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It looks like the forum migration broke the link. I think this might have been the link @herb64 was referring to: [Downsides to using shared texture sampler source?](https://forums.unrealengine.com/t/downsides-to-using-shared-texture-sampler-source/89759)
