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Sample Virtual Texture Node

Description

Samples a Virtual Texture and returns up to four Vector 4 color values for use in the shader. You can use the UV input to override the UV coordinate. The Sample Virtual Texture node takes one UV coordinate as the input, and uses that UV coordinate to sample all of the textures in the Virtual Texture.

If you want to use the Sample Virtual Texture node to sample normal maps, navigate to each layer that you want to sample as a normal map, open the Layer Type drop-down menu, and select Normal.

By default, you can only use this node in the fragment shader stage. For more information about how to use this node, or how to configure it for use in the vertex shader stage, see Using Streaming Virtual Texturing in Shader Graph.

If you disable Virtual Texturing in your project, this node works the same way as the Sample 2D Texture Node, and performs standard 2D sampling on each texture.

You must connect a Sample Virtual Texture node to a Virtual Texture property for the Shader Graph Asset to compile. If you don't connect the node to a property, an error appears, indicating that the node requires a connection.

For information about Streaming Virtual Texturing, see Streaming Virtual Texturing.

Ports

Name Direction Type Binding Description
UV Input Vector 2 UV The UV coordinate.
VT Input Virtual Texture None The Virtual Texture to sample. Must be connected to a Virtual Texture property.
Out Output Vector 4 None The output value of layer 1 as RGBA.
Out2 Output Vector 4 None The output of layer 2 as RGBA.
Out3 Output Vector 4 None The output of layer 3 as RGBA.
Out4 Output Vector 4 None The output of layer 4 as RGBA.

Settings

The Sample Virtual Texture node has several settings available for you to specify its behavior. These settings work in combination with any scripts you might have set up in your project. To view the settings, select the node with the Graph Inspector open. For more information, see Streaming Virtual Texturing.

Name Type Options Description
Lod Mode Dropdown Automatic, Lod Level, Lod Bias, Derivatives Sets the specific Lod mode to use when sampling the textures.
Quality Dropdown Low, High Sets the quality mode to use when sampling the textures.
Automatic Streaming Toggle Enabled/Disabled Determines whether the node uses automatic streaming or manual streaming.
Enable Global Mip Bias Toggle Enabled/Disabled 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.
Layer 1 Type Dropdown Default, Normal The texture type of layer 1.
Layer 2 Type Dropdown Default, Normal The texture type of layer 2.
Layer 3 Type Dropdown Default, Normal The texture type of layer 3. This option only appears if the Virtual Texture has at least 3 layers.
Layer 4 Type Dropdown Default, Normal The texture type of layer 4. This option only appears if the Virtual Texture has at least 4 layers.

Generated Code Example

The following example code represents one possible outcome of this node.

float4 SampleVirtualTexture(float2 uv, VTPropertyWithTextureType vtProperty, out float4 Layer0)
{
    VtInputParameters vtParams;
    vtParams.uv = uv;
    vtParams.lodOrOffset = 0.0f;
    vtParams.dx = 0.0f;
    vtParams.dy = 0.0f;
    vtParams.addressMode = VtAddressMode_Wrap;
    vtParams.filterMode = VtFilter_Anisotropic;
    vtParams.levelMode = VtLevel_Automatic;
    vtParams.uvMode = VtUvSpace_Regular;
    vtParams.sampleQuality = VtSampleQuality_High;
    #if defined(SHADER_STAGE_RAY_TRACING)
    if (vtParams.levelMode == VtLevel_Automatic || vtParams.levelMode == VtLevel_Bias)
    {
        vtParams.levelMode = VtLevel_Lod;
        vtParams.lodOrOffset = 0.0f;
    }
    #endif
    StackInfo info = PrepareVT(vtProperty.vtProperty, vtParams);
    Layer0 = SampleVTLayerWithTextureType(vtProperty, vtParams, info, 0);
    return GetResolveOutput(info);
}