public bool AllocTextureArray(int numCubeMaps, int width, TextureFormat format, bool isMipMapped, Material cubeBlitMaterial)
        {
            var res = AllocTextureArray(numCubeMaps);

            m_NumMipLevels = GetNumMips(width, width);      // will calculate same way whether we have cube array or not

            if (!TextureCache.supportsCubemapArrayTextures)
            {
                m_CubeBlitMaterial = cubeBlitMaterial;

                int panoWidthTop  = 4 * width;
                int panoHeightTop = 2 * width;

                // create panorama 2D array. Hardcoding the render target for now. No convenient way atm to
                // map from TextureFormat to RenderTextureFormat and don't want to deal with sRGB issues for now.
                m_CacheNoCubeArray = new Texture2DArray(panoWidthTop, panoHeightTop, numCubeMaps, TextureFormat.RGBAHalf, isMipMapped)
                {
                    hideFlags  = HideFlags.HideAndDontSave,
                    wrapMode   = TextureWrapMode.Repeat,
                    wrapModeV  = TextureWrapMode.Clamp,
                    filterMode = FilterMode.Trilinear,
                    anisoLevel = 0,
                    name       = CoreUtils.GetTextureAutoName(panoWidthTop, panoHeightTop, format, TextureDimension.Tex2DArray, depth: numCubeMaps, name: m_CacheName)
                };

                m_NumPanoMipLevels = isMipMapped ? GetNumMips(panoWidthTop, panoHeightTop) : 1;
                m_StagingRTs       = new RenderTexture[m_NumPanoMipLevels];
                for (int m = 0; m < m_NumPanoMipLevels; m++)
                {
                    m_StagingRTs[m] = new RenderTexture(Mathf.Max(1, panoWidthTop >> m), Mathf.Max(1, panoHeightTop >> m), 0, RenderTextureFormat.ARGBHalf)
                    {
                        hideFlags = HideFlags.HideAndDontSave
                    };
                    m_StagingRTs[m].name = CoreUtils.GetRenderTargetAutoName(Mathf.Max(1, panoWidthTop >> m), Mathf.Max(1, panoHeightTop >> m), 1, RenderTextureFormat.ARGBHalf, String.Format("PanaCache{0}", m));
                }

                if (m_CubeBlitMaterial)
                {
                    m_CubeMipLevelPropName = Shader.PropertyToID("_cubeMipLvl");
                    m_cubeSrcTexPropName   = Shader.PropertyToID("_srcCubeTexture");
                }
            }
            else
            {
                m_Cache = new CubemapArray(width, numCubeMaps, format, isMipMapped)
                {
                    hideFlags  = HideFlags.HideAndDontSave,
                    wrapMode   = TextureWrapMode.Clamp,
                    filterMode = FilterMode.Trilinear,
                    anisoLevel = 0, // It is important to set 0 here, else unity force anisotropy filtering
                    name       = CoreUtils.GetTextureAutoName(width, width, format, TextureDimension.CubeArray, depth: numCubeMaps, name: m_CacheName)
                };
            }

            return(res);
        }
        public bool AllocTextureArray(int numTextures, int width, int height, TextureFormat format, bool isMipMapped)
        {
            var res = AllocTextureArray(numTextures);

            m_NumMipLevels = GetNumMips(width, height);

            m_Cache = new Texture2DArray(width, height, numTextures, format, isMipMapped)
            {
                hideFlags = HideFlags.HideAndDontSave,
                wrapMode  = TextureWrapMode.Clamp,
                name      = CoreUtils.GetTextureAutoName(width, height, format, TextureDimension.Tex2DArray, depth: numTextures, name: m_CacheName)
            };

            return(res);
        }