# Sample Texture 2D Array Node ## Description 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. 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. NOTE: This [Node](Node.md) can only be used in the **Fragment** shader stage. ## Ports | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| | Texture Array | Input | Texture 2D Array | None | Texture 2D Array to sample | | Index | Input | Float | None | Index of array 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 | |:------------------------ |:---------|:----------------|:-------------------------| | 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. | ## Generated Code Example The following example code represents one possible outcome of this node. ``` float4 _SampleTexture2DArray_RGBA = SAMPLE_TEXTURE2D_ARRAY(Texture, Sampler, UV, Index); float _SampleTexture2DArray_R = _SampleTexture2DArray_RGBA.r; float _SampleTexture2DArray_G = _SampleTexture2DArray_RGBA.g; float _SampleTexture2DArray_B = _SampleTexture2DArray_RGBA.b; float _SampleTexture2DArray_A = _SampleTexture2DArray_RGBA.a; ```