b486678290
Library -Artifacts
2.9 KiB
2.9 KiB
Sample Texture 2D Node
Description
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.
To use the Sample Texture 2D Node to sample a normal map, set the Type dropdown parameter to Normal.
NOTE: This Node can only be used in the Fragment Shader Stage. To sample a Texture 2D in the Vertex Shader Stage use a Sample Texture 2D LOD Node instead.
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 |
---|---|---|---|---|
Texture | Input | Texture 2D | None | Texture 2D 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 |
---|---|---|---|
Type | Dropdown | Default, Normal | Selects the texture type |
Space | Dropdown | Tangent, Object | Selects the space of the normal map. If Type is not Normal, this control is ignored. |
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. |
Generated Code Example
The following example code represents one possible outcome of this node per Type mode.
Default
float4 _SampleTexture2D_RGBA = SAMPLE_TEXTURE2D(Texture, Sampler, UV);
float _SampleTexture2D_R = _SampleTexture2D_RGBA.r;
float _SampleTexture2D_G = _SampleTexture2D_RGBA.g;
float _SampleTexture2D_B = _SampleTexture2D_RGBA.b;
float _SampleTexture2D_A = _SampleTexture2D_RGBA.a;
Normal
float4 _SampleTexture2D_RGBA = SAMPLE_TEXTURE2D(Texture, Sampler, UV);
_SampleTexture2D_RGBA.rgb = UnpackNormalRGorAG(_SampleTexture2D_RGBA);
float _SampleTexture2D_R = _SampleTexture2D_RGBA.r;
float _SampleTexture2D_G = _SampleTexture2D_RGBA.g;
float _SampleTexture2D_B = _SampleTexture2D_RGBA.b;
float _SampleTexture2D_A = _SampleTexture2D_RGBA.a;