I want to know how to pass an array of data (it will be an encoded map, actually) to the fragment shader so I can query it as an array.
AFAIK this is sadly not implemented in unity, so I'm looking for a nice workaround.
I've thought on using a texture but I don't really know how to query the data without running into precision errors (i.e. query a single texture pixel as if it were an array). It is actually really important that it never fails because of precision, and I rather not rely on the internal floating point implementation.