forked from BilalY/Rasagar
3.0 KiB
3.0 KiB
HD Sample Buffer Node
Description
The HD Sample Buffer Node samples a buffer directly from the Camera.
Render pipeline compatibility
Node | Universal Render Pipeline (URP) | High Definition Render Pipeline (HDRP) |
---|---|---|
HD Sample Buffer | No | Yes |
Ports
Name | Direction | Type | Binding | Description |
---|---|---|---|---|
UV | Input | Vector 2 | UV | Input UV value. |
Sampler | Input | SamplerState | None | Determines the sampler that Unity uses to sample the buffer. |
Layer Mask | Input | Float | None | Set the number of the Layer to sample. This port appears when you select Thickness in the Source Buffer dropdown. |
Output | Output | Changes to one of the following depending on the Source Buffer you select: • Float • Vector 2 • Vector 3 • Vector 4 |
None | Output value. |
Thickness | Output | Float | None | Sample the Worldspace value, in meters, between the near and the far plane of the camera.This port appears when you select Thickness in the Source Buffer dropdown. |
Overlap Count | Output | Float | None | Count the number of triangles for a given pixel. This is useful for vegetation or flat surfaces. This port appears when you select Thickness in the Source Buffer dropdown. |
Controls
Name | Type | Options | Description |
---|---|---|---|
Source Buffer | Dropdown | • NormalWorldSpace • Smoothness • MotionVectors • IsSky • PostProcessInput • RenderingLayerMask • Thickness |
Determines which buffer to sample. |
Generated Code Example
The following example code represents one possible outcome of this node:
float4 Unity_HDRP_SampleBuffer_float(float2 uv, SamplerState samplerState)
{
return SAMPLE_TEXTURE2D_X_LOD(_CustomPostProcessInput, samplerState, uv * _RTHandlePostProcessScale.xy, 0);
}