9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
26 lines
1.2 KiB
Markdown
26 lines
1.2 KiB
Markdown
# Sample Cubemap Node
|
|
|
|
## Description
|
|
|
|
Samples a Cubemap and returns a Vector 4 color value for use in the shader. Requires a Direction (**Dir**) input in world space to sample the Cubemap. You can achieve a blurring effect by using the **LOD** input to sample at a different Level of Detail. You can also use the **Sampler** input to define a custom Sampler State.
|
|
|
|
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.
|
|
|
|
## Ports
|
|
|
|
| Name | Direction | Type | Binding | Description |
|
|
|:------------ |:-------------|:-----|:---|:---|
|
|
| Cube | Input | Cubemap | None | Cubemap to sample |
|
|
| Dir | Input | Vector 3 | Normal (world space) | Direction or Mesh's normal vector |
|
|
| Sampler | Input | Sampler State | Default sampler state | Sampler for the Cubemap |
|
|
| LOD | Input | Float | None | Level of detail for sampling |
|
|
| Out | Output | Vector 4 | None | Output value |
|
|
|
|
## Generated Code Example
|
|
|
|
The following example code represents one possible outcome of this node.
|
|
|
|
```
|
|
float4 _SampleCubemap_Out = SAMPLE_TEXTURECUBE_LOD(Cubemap, Sampler, Dir, LOD);
|
|
```
|