Hello, I want to add a custom array of textures/samplers to a bindless material extension.
My use case is for my character system. I want to have access in shaders to overlay textures (scars, bruise, makeup, tattoo, whatever) ideally without having to bake out new base textures. So each character could store an int in their uniform to index into the array. Something like this. In the ideal case I would also store texture dimensions and uv offsets in a separate binding.
Is this achievable with MaterialExtension or would I have to do something lower level like a custom render pass?