This page has been translated automatically.
Видеоуроки
Interface
Essentials
Advanced
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Landscape Tool
Sandworm
Использование инструментов редактора для конкретных задач
Extending Editor Functionality
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World Nodes
Звуковые объекты
Объекты поиска пути
Players
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
Унифицированный язык шейдеров UUSL
Плагины
File Formats
Rebuilding the Engine Tools
GUI
Двойная точность координат
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Material Nodes Library
Art Samples
Tutorials

Sample Texture Node


Description

Takes an input texture (2D, 3D, 2D array, or cubemap) and returns a value from this texture depending on the current parameter values selected for this node, other inputs are used to provide additional information required to obtain output.

Notice
This node has parameters (see below) that define its behavior, to view and change them double-click somewhere inside the node.

This node automatically detects the type of texture connected to its input (2D, 3D, 2D array, or cubemap) and what it is going to be used for. For example, if you connect a 2D Texture the node will automatically activate a UV input, for a 2D Texture Array it will expect UV and array element Index, for a 3D Texture - UVW coordinates, or a Direction vector for cubemaps (Texture Cube). Moreover, this node contains settings for interpolation of values when sampling a texture (filtering).

Parameters

Type

Sampling and filtering type to be used. One of the following options:
  • Default - default sampling using UV coordinates.
  • Mip - Texture sampling using a mipmap-level.
  • Mip offset - Texture sampling using a mipmap-level offset.
  • Grad - Gradient texture sampling allows you to specify the two gradients for how the texture coordinates change locally: DDX and DDY values are vectors that represent the change of each texture coordinate per pixel of the window's X and Y coordinates.
  • Fetch - Direct texel fetch, enables direct access to texel values with non-normalized coordinates.
  • Point - Point filtering
  • Catmull - Catmull-Rom filtering
  • Cubic - Cubic filtering
  • Manual linear - Manual linear filtering

Normal Space

Normal space to be used. One of the following options:
  • Tangent Space for UV0 - define normals using the tangent space based on the first UV-channel (UV0).
  • Tangent Space for UV1 - define normals using the tangent space based on the second UV-channel (UV1).
  • Tangent Space Auto-Calculated - define normals using the tangent space calculated automatically.
  • Object Space - define normals using object space.

Last update: 21.01.2022
Build: ()