58 lines
2.9 KiB
Markdown
58 lines
2.9 KiB
Markdown
# 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](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.
|
|
|
|
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;
|
|
```
|