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    Class TextureReaderSample

    The following is based on the Pixar specification found here: https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html

    Inheritance
    Object
    SampleBase
    ShaderSample
    TextureReaderSample
    Inherited Members
    ShaderSample.id
    ShaderSample.GetInputParameters()
    ShaderSample.GetInputTextures()
    SampleBase.Free()
    Object.ToString()
    Object.Equals(Object)
    Object.Equals(Object, Object)
    Object.ReferenceEquals(Object, Object)
    Object.GetHashCode()
    Object.GetType()
    Object.MemberwiseClone()
    Namespace: USD.NET.Unity
    Syntax
    [Serializable]
    [UsdSchema("Shader")]
    public class TextureReaderSample : ShaderSample

    Constructors

    TextureReaderSample()

    Declaration
    public TextureReaderSample()

    TextureReaderSample(String)

    Declaration
    public TextureReaderSample(string filePath)
    Parameters
    Type Name Description
    String filePath

    TextureReaderSample(String, String)

    Declaration
    public TextureReaderSample(string filePath, string stConnectionPath)
    Parameters
    Type Name Description
    String filePath
    String stConnectionPath

    Fields

    bias

    Bias to be applied to all components of the texture. value * scale + bias

    Declaration
    [InputParameter("_Bias")]
    public Connectable<Vector4> bias
    Field Value
    Type Description
    Connectable<Vector4>

    fallback

    Fallback value used when texture can not be read.

    Declaration
    [InputParameter("_Fallback")]
    public Connectable<Vector4> fallback
    Field Value
    Type Description
    Connectable<Vector4>

    file

    Path to the texture. Following the 1.36 MaterialX spec, Mari UDIM substitution in file values uses the "UDIM" token, so for example in USD, we might see a value @textures/occlusion.UDIM.tex@

    Declaration
    [InputParameter("_File")]
    public Connectable<SdfAssetPath> file
    Field Value
    Type Description
    Connectable<SdfAssetPath>

    isSRGB

    sRGB Mode. Defaults to Auto

    Declaration
    [InputParameter("_IsSRGB")]
    public Connectable<TextureReaderSample.SRGBMode> isSRGB
    Field Value
    Type Description
    Connectable<TextureReaderSample.SRGBMode>

    outputs

    Declaration
    [UsdNamespace("outputs")]
    public TextureReaderSample.Outputs outputs
    Field Value
    Type Description
    TextureReaderSample.Outputs

    scale

    Scale to be applied to all components of the texture. value * scale + bias

    Declaration
    [InputParameter("_Scale")]
    public Connectable<Vector4> scale
    Field Value
    Type Description
    Connectable<Vector4>

    st

    Texture coordinate to use to fetch this texture. This node defines a mathematical/cartesian mapping from st to uv to image space: the (0, 0) st coordinate maps to a (0, 0) uv coordinate that samples the lower-left-hand corner of the texture image, as viewed on a monitor, while the (1, 1) st coordinate maps to a (1, 1) uv coordinate that samples the upper-right-hand corner of the texture image, as viewed on a monitor.

    Declaration
    [InputParameter("_St")]
    public Connectable<Vector2> st
    Field Value
    Type Description
    Connectable<Vector2>

    wrapS

    Wrap mode when reading this texture. Irrelevant for implementations that handle UDIMs inside the shader, when given a UDIM filename.

    Declaration
    [InputParameter("_WrapS")]
    public Connectable<TextureReaderSample.WrapMode> wrapS
    Field Value
    Type Description
    Connectable<TextureReaderSample.WrapMode>

    wrapT

    See WrapS.

    Declaration
    [InputParameter("_WrapT")]
    public Connectable<TextureReaderSample.WrapMode> wrapT
    Field Value
    Type Description
    Connectable<TextureReaderSample.WrapMode>

    Methods

    GetWrapMode(TextureWrapMode)

    Converts Unity texture wrap mode to USD wrap mode.

    Declaration
    public static TextureReaderSample.WrapMode GetWrapMode(TextureWrapMode wrap)
    Parameters
    Type Name Description
    TextureWrapMode wrap
    Returns
    Type Description
    TextureReaderSample.WrapMode
    Remarks

    Note that this is not a 1:1 match - MirrorOnce is not supported in USD, while the USD default (black outside tex) is not supported in Unity.

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