# Sample Texture 3D node The Sample Texture 3D node samples a **Texture 3D** asset and returns a **Vector 4** color value. You can specify the **UV** coordinates for a texture sample and use a [Sampler State node](Sampler-State-Node.md) to define a specific Sampler State. For more information about Texture 3D assets, see [3D textures](https://docs.unity3d.com/Manual/class-Texture3D.html) in the Unity User manual. [!include[nodes-sample-errors](./snippets/sample-nodes/nodes-sample-errors.md)] ![An image that displays the Graph window with a Sample Texture 3D node.](images/sg-sample-texture-3d-node.png) ## Create Node menu category The Sample Texture 2D node is under the **Input** > **Texture** category in the Create Node menu. ## Compatibility The Sample Texture 3D [!include[nodes-compatibility-all](./snippets/nodes-compatibility-all.md)] [!include[nodes-sample-fragment-lod](./snippets/sample-nodes/nodes-sample-fragment-lod.md)] ## Inputs The Sample Texture 3D [!include[nodes-inputs](./snippets/nodes-inputs.md)] | **Name** | **Type** | **Binding** | **Description** | |--|--|--|--| | **Texture** | Texture 3D | None | The 3D Texture asset to sample. | | **UV** | Vector 3 | None | The 3D UV coordinates to use to sample the Texture. | | **Sampler** | Sampler State | Default Sampler State | The Sampler State and settings to use to sample the texture.| | **LOD** | Float | LOD | The specific mip to use when sampling the Texture. **NOTE** The **LOD** Input port only displays if **Mip Sampling Mode** is **LOD**. For more information, refer to [Additional node settings](#additional-node-settings). | ## Additional node settings The Sample Texture 3D [!include[nodes-additional-settings](./snippets/nodes-additional-settings.md)]
Name | Type | Description | |
---|---|---|---|
Mip Sampling Mode | Dropdown | Choose the sampling mode that the Sample Texture 3D node uses to calculate the mip level of the texture. | |
Standard | The mip is calculated and selected automatically for the texture. | ||
LOD | Set an explicit mip for the texture. The texture will always use this mip, regardless of the DDX or DDY calculations between pixels. If the Mip Sampling Mode is set to LOD, you can connect the node to a Block node in the Vertex Context. For more information on Block nodes and Contexts, see Master Stack. |