2.7 KiB
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 is useful for sampling a Texture in the vertex Shader Stage as the Sample Texture 2D Node is unavailable in this Shader Stage.
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;