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!
58 lines
2.9 KiB
Markdown
58 lines
2.9 KiB
Markdown
# Sample Texture 2D Node
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## Description
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Samples a **Texture 2D** 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.
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To use the **Sample Texture 2D Node** to sample a normal map, set the **Type** dropdown parameter to **Normal**.
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NOTE: This [Node](Node.md) can only be used in the **Fragment** [Shader Stage](Shader-Stage.md). To sample a **Texture 2D** in the **Vertex** [Shader Stage](Shader-Stage.md) use a [Sample Texture 2D LOD Node](Sample-Texture-2D-LOD-Node.md) instead.
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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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## Ports
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| Name | Direction | Type | Binding | Description |
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|:------------ |:-------------|:-----|:---|:---|
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| Texture | Input | Texture 2D | None | Texture 2D 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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| Type | Dropdown | Default, Normal | Selects the texture type |
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| Space | Dropdown | Tangent, Object | Selects the space of the normal map. If Type is not Normal, this control is ignored. |
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| Enable Global Mip Bias | Toggle | On, Off | Enables the automatic global mip bias imposed by the runtime. This bias is set 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 per **Type** mode.
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**Default**
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```
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float4 _SampleTexture2D_RGBA = SAMPLE_TEXTURE2D(Texture, Sampler, UV);
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float _SampleTexture2D_R = _SampleTexture2D_RGBA.r;
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float _SampleTexture2D_G = _SampleTexture2D_RGBA.g;
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float _SampleTexture2D_B = _SampleTexture2D_RGBA.b;
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float _SampleTexture2D_A = _SampleTexture2D_RGBA.a;
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```
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**Normal**
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```
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float4 _SampleTexture2D_RGBA = SAMPLE_TEXTURE2D(Texture, Sampler, UV);
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_SampleTexture2D_RGBA.rgb = UnpackNormalRGorAG(_SampleTexture2D_RGBA);
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float _SampleTexture2D_R = _SampleTexture2D_RGBA.r;
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float _SampleTexture2D_G = _SampleTexture2D_RGBA.g;
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float _SampleTexture2D_B = _SampleTexture2D_RGBA.b;
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float _SampleTexture2D_A = _SampleTexture2D_RGBA.a;
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```
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