Texture sample numbers are device dependent, and the limit is smaller on M2 Macs, for compatibility purposes aiming for lower common denominator.
Also worth noting that it's probably worth exploring in the future using only one texture sampler as that's usually how shaders are implemented, one texture sampler per texture type. IE: albedo, metallic, normal, lightmap, etc...
I'm not sure if there were maps that used a high number of textures and led exceeded the limit (96). The highest texture usage number I've found is around 70-75.
Why?
Texture sample numbers are device dependent, and the limit is smaller on M2 Macs, for compatibility purposes aiming for lower common denominator.
Also worth noting that it's probably worth exploring in the future using only one texture sampler as that's usually how shaders are implemented, one texture sampler per texture type. IE: albedo, metallic, normal, lightmap, etc...
What?