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!
44 lines
2.2 KiB
Markdown
44 lines
2.2 KiB
Markdown
# Sample Texture 2D Array Node
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## Description
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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.
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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.
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NOTE: This [Node](Node.md) can only be used in the **Fragment** shader stage.
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## Ports
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| Name | Direction | Type | Binding | Description |
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|:------------ |:-------------|:-----|:---|:---|
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| Texture Array | Input | Texture 2D Array | None | Texture 2D Array to sample |
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| Index | Input | Float | None | Index of array to sample |
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| UV | Input | Vector 2 | UV | UV coordinates |
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| Sampler | Input | Sampler State | Default sampler state | Sampler for the texture |
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| RGBA | Output | Vector 4 | None | Output value as RGBA |
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| R | Output | Float | None | red (x) component of RGBA output |
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| G | Output | Float | None | green (y) component of RGBA output |
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| B | Output | Float | None | blue (z) component of RGBA output |
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| A | Output | Float | None | alpha (w) component of RGBA output |
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## Controls
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| Name | Type | Options | Description |
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|:------------------------ |:---------|:----------------|:-------------------------|
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| 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. |
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## Generated Code Example
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The following example code represents one possible outcome of this node.
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```
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float4 _SampleTexture2DArray_RGBA = SAMPLE_TEXTURE2D_ARRAY(Texture, Sampler, UV, Index);
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float _SampleTexture2DArray_R = _SampleTexture2DArray_RGBA.r;
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float _SampleTexture2DArray_G = _SampleTexture2DArray_RGBA.g;
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float _SampleTexture2DArray_B = _SampleTexture2DArray_RGBA.b;
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float _SampleTexture2DArray_A = _SampleTexture2DArray_RGBA.a;
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```
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