# Sample Texture 2D LOD 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. Use the **LOD** input to adjust the level of detail of the sample. To use the **Sample Texture 2D LOD Node** to sample a normal map, set the **Type** dropdown parameter to **Normal**. This [Node](Node.md) is useful for sampling a **Texture** in the vertex [Shader Stage](Shader-Stage.md) as the [Sample Texture 2D Node](Sample-Texture-2D-Node.md) is unavailable in this [Shader Stage](Shader-Stage.md). On platforms that do not support this operation, opaque black is returned 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 | | LOD | Input | Float | None | Level of detail to sample | | 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 | ## Generated Code Example The following example code represents one possible outcome of this node per **Type** mode. **Default** ``` float4 _SampleTexture2DLOD_RGBA = SAMPLE_TEXTURE2D_LOD(Texture, Sampler, UV, LOD); float _SampleTexture2DLOD_R = _SampleTexture2DLOD_RGBA.r; float _SampleTexture2DLOD_G = _SampleTexture2DLOD_RGBA.g; float _SampleTexture2DLOD_B = _SampleTexture2DLOD_RGBA.b; float _SampleTexture2DLOD_A = _SampleTexture2DLOD_RGBA.a; ``` **Normal** ``` float4 _SampleTexture2DLOD_RGBA = SAMPLE_TEXTURE2D_LOD(Texture, Sampler, UV, LOD); _SampleTexture2DLOD_RGBA.rgb = UnpackNormalRGorAG(_SampleTexture2DLOD_RGBA); float _SampleTexture2DLOD_R = _SampleTexture2DLOD_RGBA.r; float _SampleTexture2DLOD_G = _SampleTexture2DLOD_RGBA.g; float _SampleTexture2DLOD_B = _SampleTexture2DLOD_RGBA.b; float _SampleTexture2DLOD_A = _SampleTexture2DLOD_RGBA.a; ```