I dont think its possible with hxsl2 dunno for 3.
Btw i think you should fallback to cubemap or texture 3d rather than heavy texture multi maps.. 8 map or so is fairly unusual for a single pass and will cost you your soul or something approaching .
What are you trying to achieve my friend ?
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Gpu have a hardcoded max_texture_unit so i think it is not safe to go beyond 8.
Also if the mesh is already ready it shouldnt be that slower to draw, you have to share the shader manually and maybe improve the st3d driver if it perform redundant state changes.
Is is that slow ? Are you benching in debug ?
Dont Forget to render back to front to profit the z buffer.
How many vertices are you sending to gpu ?
Good luck.
Ok keep us posted , the h3d light system has arrays for lights maybe you can adapt the mechanic for your texture ids. ++
I am not super fond of the technique as its pixel shader intensive which is quite shitty for mobile and non desktop but i recognize it powerful though :)