Sample Texture 2D Array Node
Description
Samples a Texture 2D Array 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 Index input to specify which index of the array to sample.
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.
NOTE: This Node can only be used in the Fragment shader stage.
Ports
Name | Direction | Type | Binding | Description |
---|---|---|---|---|
Texture Array | Input | Texture 2D Array | None | Texture 2D Array to sample |
Index | Input | Float | None | Index of array to sample |
UV | Input | Vector 2 | UV | UV coordinates |
Sampler | Input | Sampler State | Default sampler state | Sampler for the texture |
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 |
---|---|---|---|
Enable Global Mip Bias | Toggle | On, Off | Enables the global mipmap bias that Unity automatically imposes at runtime. Unity sets this bias during certain dynamic resolution scaling algorithms to improve detail reconstruction. |
Generated Code Example
The following example code represents one possible outcome of this node.
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;