6.2 KiB
Sample Texture 2D Array node
The Sample Texture 2D Array node samples a Texture 2D Array asset and returns a Vector 4 color value. You can specify the UV coordinates for a texture sample and use a Sampler State node to define a specific Sampler State. The node's Index input port specifies which index of a Texture 2D Array to sample.
For more information about Texture 2D Arrays, see Texture Arrays in the Unity User manual.
[!includenodes-sample-errors]
Create Node menu category
The Sample Texture 2D Array node is under the Input > Texture category in the Create Node menu.
Compatibility
The Sample Texture 3D [!includenodes-compatibility-all]
[!includenodes-sample-fragment-lod]
Inputs
The Sample Texture 3D [!includenodes-inputs]
Name | Type | Binding | Description |
---|---|---|---|
Texture Array | Texture 2D Array | None | The Texture 2D Array asset to sample. |
Index | Float | None | The index of the specific Texture in the Texture array to sample. The index value is the Texture's location in the Texture array. The index values in an array always start at 0. An array with four textures would have locations 0, 1, 2, and 3. |
UV | Vector 2 | None | 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 | NOTE: The LOD Input port only displays if Mip Sampling Mode is LOD. For more information, refer to Additional node settings. The specific mip to use when sampling the Texture. |
UV | Vector 2 | UV | The 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. |
Bias | Float | Bias | NOTE: The Bias Input port only displays if Mip Sampling Mode is Bias. For more information, refer to Additional node settings. If Use Global Mip Bias is enabled, Unity adds this Bias amount to the Global Mip Bias for a texture's mip calculation. If Global Mip Bias is disabled, Unity uses this Bias amount instead of the Global Mip Bias. |
DDX | Float | DDY | NOTE: The DDX Input port only displays if Mip Sampling Mode is Gradient. For more information, refer to Additional node settings. The specific DDX value to use to calculate the texture's mip when sampling. For more information on DDX values for mipmaps, refer to Mipmaps introduction in the Unity User Manual. |
DDY | Float | DDY | NOTE The DDY Input port only displays if Mip Sampling Mode is Gradient. For more information, refer to Additional node settings. The specific DDY value to use to calculate the texture's mip when sampling. For more information on DDY values for mipmaps, refer to Mipmaps introduction> in the Unity User Manual. |
Additional node settings
The Sample Texture 3D [!includenodes-additional-settings]
[!includenodes-sample-mip-bias-sample-mode-table]
Outputs
The Sample Texture 3D [!includenodes-outputs]
[!includenodes-sample-rgba-output-table]
Example graph usage
In the following example, the Sample Texture 2D Array node samples a Texture array that has 4 different cloth normal maps. Change the number given to the Index port as an input, and the Sample Texture 2D Array node can sample a specific normal map from the array. The Index value changes the output the node sends to the Normal Unpack node, and the Normal (Tangent Space) Block node in the Master Stack.
Generated code example
[!includenodes-generated-code]:
float4 _SampleTexture2DArray_RGBA = SAMPLE_TEXTURE2D_ARRAY(Texture, Sampler, UV, Index);
float _SampleTexture2DArray_R = _SampleTexture2DArray_RGBA.r;
float _SampleTexture2DArray_G = _SampleTexture2DArray_RGBA.g;
float _SampleTexture2DArray_B = _SampleTexture2DArray_RGBA.b;
float _SampleTexture2DArray_A = _SampleTexture2DArray_RGBA.a;
Related nodes
[!includenodes-related] Sample Texture 3D node: