Class TextureReaderSample
Inheritance
TextureReaderSample
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
fallback
Fallback value used when texture can not be read.
Declaration
[InputParameter("_Fallback")]
public Connectable<Vector4> fallback
Field Value
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
isSRGB
sRGB Mode. Defaults to Auto
Declaration
[InputParameter("_IsSRGB")]
public Connectable<TextureReaderSample.SRGBMode> isSRGB
Field Value
outputs
Declaration
[UsdNamespace("outputs")]
public TextureReaderSample.Outputs outputs
Field Value
scale
Scale to be applied to all components of the texture. value * scale + bias
Declaration
[InputParameter("_Scale")]
public Connectable<Vector4> scale
Field Value
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
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
wrapT
Declaration
[InputParameter("_WrapT")]
public Connectable<TextureReaderSample.WrapMode> wrapT
Field Value
Methods
GetWrapMode(TextureWrapMode)
Converts Unity texture wrap mode to USD wrap mode.
Declaration
public static TextureReaderSample.WrapMode GetWrapMode(TextureWrapMode wrap)
Parameters
Returns