Load Texture2DArray
Menu Path : Operator > Sampling > Load Texture2DArray
The Load Texture2DArray Operator reads a Texture2DArray’s texel value for specified coordinates and slice. This Operator returns the float4 texel value without any filtering.
This translates to a Load() call on the texture in High-Level Shading Language (HLSL). For information on the differences between loading and sampling, see Loading and sampling.
Loading and sampling
In the Visual Effect Graph, there are multiple Operators that can read texel values from a texture. In the underlying (HLSL), some of them use Load() and others use Sample().
The differences between the Operators that use Load() and Operators that use Sample() is as follows:
- Load() does not apply any filtering to the final texel value whereas Sample() uses the same Filter Mode as the target Texture's import settings.
- Load() does not apply any wrapping and instead returns 0 for coordinates that specify a texel outside the texture. Sample() uses the same Wrap Mode as the target Texture's import settings.
- Load() uses texel coordinates (in the range of 0 to the texture's width/height minus 1) whereas Sample() uses UV coordinates (in the range of 0-1).
Operator properties
Input | Type | Description |
---|---|---|
Texture | Texture2DArray | The texture array this Operator loads from. |
X | uint | The X coordinate of the texel to read. This is in the range of 0 to the width of the texture minus 1. |
Y | uint | The Y coordinate of the texel to read. This is in the range of 0 to the height of the texture minus 1. |
Z | uint | The slice to read from. |
Mip Level | uint | The mip level this Operator reads from. |
Output | Type | Description |
---|---|---|
s | Vector4 | The value of the texel. |
Limitations
This Operator only runs on the GPU, therefore it does not work when plugged into Spawner Context ports.