Sample Cubemap ノード
説明
Cubemap (キューブマップ) をサンプリングし、シェーダー内で使用する Vector 4 の色の値を返します。キューブマップのサンプリングには ビュー方向 (View Direction) および 法線 (Normal) の入力が必要です。入力 LOD を使用して異なる LOD で抽出すると、ブラー効果を生み出せます。入力 Sampler を使用して、カスタムの Sampler State を定義することも可能です。
ポート
Name |
Direction |
タイプ |
バインディング |
説明 |
Cube |
入力 |
Cubemap |
なし |
サンプリングするキューブマップ |
View Dir |
入力 |
Vector 3 |
View Direction (オブジェクト空間) |
メッシュのビュー方向 |
Normal |
入力 |
Vector 3 |
Normal (オブジェクト空間) |
メッシュの法線ベクトル |
Sampler |
入力 |
サンプラー状態 |
デフォルトのサンプラー状態 |
キューブマップ のサンプラー |
LOD |
入力 |
Vector 1 |
なし |
サンプリングの LOD |
Out |
出力 |
Vector 4 |
なし |
出力値 |
生成されるコードの例
以下のサンプルコードは、このノードの出力の一例を示したものです。
float4 _SampleCubemap_Out = SAMPLE_TEXTURECUBE_LOD(Cubemap, Sampler, reflect(-ViewDir, Normal), LOD)
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