Is it possible to bind dynamic texture samplers to a shader in DX12? So usually texture samplers are set directly in the D3D12_ROOT_SIGNATURE_DESC structure in DX12, at least that's how I've been setting them. I was wondering if it's possible to put them in an upload_heap and map a CPU pointer to it or something similar to make it possible to modify the samplers dynamicaly?
Yes it is possible by putting Samplers in descriptor tables to dynamically assign and index into them. Source: https://youtu.be/Wbnw87tYqVg?t=754

Here's an example that uses the HLSL root signature syntax to do this here:
https://youtu.be/Wbnw87tYqVg?t=5277