Firstborn/Library/PackageCache/com.unity.shadergraph@12.1.11/Documentation~/Sample-Texture-2D-Array-Nod...

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2023-03-28 13:24:16 -04:00
# Sample Texture 2D Array Node
## Description
Samples a **Texture 2D Array** and returns a **Vector 4** color value for use in the shader. You can override the **UV** coordinates using the **UV** input and define a custom **Sampler State** using the **Sampler** input. Use the **Index** input to specify which index of the array to sample.
If you experience texture sampling errors while using this node in a graph which includes Custom Function Nodes or Sub Graphs, you can resolve them by upgrading to version 10.3 or later.
NOTE: This [Node](Node.md) can only be used in the **Fragment** shader stage.
## Ports
| Name | Direction | Type | Binding | Description |
|:------------ |:-------------|:-----|:---|:---|
| Texture Array | Input | Texture 2D Array | None | Texture 2D Array to sample |
| Index | Input | Float | None | Index of array to sample |
| UV | Input | Vector 2 | UV | UV coordinates |
| Sampler | Input | Sampler State | Default sampler state | Sampler for the texture |
| RGBA | Output | Vector 4 | None | Output value as RGBA |
| R | Output | Float | None | red (x) component of RGBA output |
| G | Output | Float | None | green (y) component of RGBA output |
| B | Output | Float | None | blue (z) component of RGBA output |
| A | Output | Float | None | alpha (w) component of RGBA output |
## Controls
| Name | Type | Options | Description |
|:------------------------ |:---------|:----------------|:-------------------------|
| Enable Global Mip Bias | Toggle | On, Off | Enables the global mipmap bias that Unity automatically imposes at runtime. Unity sets this bias during certain dynamic resolution scaling algorithms to improve detail reconstruction. |
## Generated Code Example
The following example code represents one possible outcome of this node.
```
float4 _SampleTexture2DArray_RGBA = SAMPLE_TEXTURE2D_ARRAY(Texture, Sampler, UV, Index);
float _SampleTexture2DArray_R = _SampleTexture2DArray_RGBA.r;
float _SampleTexture2DArray_G = _SampleTexture2DArray_RGBA.g;
float _SampleTexture2DArray_B = _SampleTexture2DArray_RGBA.b;
float _SampleTexture2DArray_A = _SampleTexture2DArray_RGBA.a;
```