
Create Texture Atlases At Runtime Directly On The GPUOverviewA simple tool which takes any Texture asset (Texture2D, RenderTexture, CustomRenderTexture) and adds it to a Texture Atlas.This asset includes 2 methods, Graphics.Blit and Graphics.DrawTexture, with accompanying shaders for each method. The DrawTexture method performs faster because Blit is creating an unnecessary quad during computation. However, depending on the use case, Blit may be desired.Example Use CaseA runtime Texture Atlas was needed when I was creating a blood splatter system for Unity.A Shadergraph creates a procedural texture saved to a 32x32 CustomRenderTexture.Next, this small “subtexture” is added to a larger 4096x4096 RenderTexture atlas.Now 16,384 textures are available for use on the Atlas.