Class TextureReaderSample
The following is based on the Pixar specification found here: https://graphics.pixar.com/usd/docs/UsdPreviewSurface-Proposal.html
Namespace: USD.NET.Unity
Assembly: solution.dll
Syntax
[Serializable]
public class TextureReaderSample : ShaderSample
Constructors
| Name | Description |
|---|---|
| TextureReaderSample() | |
| TextureReaderSample(string) | |
| TextureReaderSample(string, string) |
Fields
| Name | Description |
|---|---|
| bias | Bias to be applied to all components of the texture. value * scale + bias |
| fallback | Fallback value used when texture can not be read. |
| 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@ |
| isSRGB | sRGB Mode. Defaults to Auto |
| outputs | |
| scale | Scale to be applied to all components of the texture. value * scale + bias |
| sourceColorSpace | Flag to indicate the color space in which the source texture is encoded allowed tokens: raw, sRGB, auto |
| 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. |
| wrapS | Wrap mode when reading this texture. Irrelevant for implementations that handle UDIMs inside the shader, when given a UDIM filename. |
| wrapT | See WrapS. |
Methods
| Name | Description |
|---|---|
| GetWrapMode(TextureWrapMode) | Converts Unity texture wrap mode to USD wrap mode. |
| SetSourceColorSpace(SourceColorSpace) | Set source colorspace connection default value |