Thanks for mentioning that it´s a mipping issue, we got it to work ;) We just did this:float2 dx = ddx(uv);float2 dy = ddy(uv);if(blend.x)result = lerp(result, SplatTextureArray.SampleGrad(splattexturarraystate, float3(uv * blend.y, indices[0]), dx * blend.y, dy * blend.y), blend.x);