The nodes in this category read the color value stored in a texture resource at specified UV coordinates.
Related help topics
Inputs | |||||
vector2 | UV |
The UV coordinates to sample. | |||
scalar | Mip Level |
Specifies which mipmap level to read from the texture. When omitted, this value is set to the highest mip level (0). | |||
Outputs | |||||
Out | vector4 |
A linear RGBA value that represents the color value stored in the texture at the specified UV coordinates; or, for normal maps, the normal vector expressed in tangent space. | |||
Options | |||||
Encoding |
Specifies the way the color values in the supplied texture are encoded.
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Address mode |
Determines how the sampler treats UV coordinate values that are outside the normal [0..1] range.
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Filter mode |
Determines the process used in order to calculate a single final output color value for the pixel being shaded from the pixels in the texture being sampled.
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Invert Green Channel |
Determines whether or not the sampler inverts the color values of the green channel. Use this setting when you are sampling from a normal map, and the map appears inverted. That is, if areas that should be raised above the surface appear inset into the surface and vice-versa. | ||||
NOTE: To set the options listed above, select this node in the shader graph and open the Property Editor panel in the Stingray Editor.
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When you select this node in the shader graph, you can use the following options in the Property Editor to configure the properties that can be used to control its value.
Display Name
The name that will be shown for this texture slot in the Property Editor and in the Story Editor.
Slot Name
The internal name for this texture slot. No spaces allowed. Use this name when you want to change the texture being sampled through Flow or Lua.
UIOrder
Determines the order of this texture slot's input widget within the list of input variables and sample textures shown in the Property Editor. Variables with lower numbers show up toward the top of the Property Editor; variables with higher numbers show up lower down.
Node definition in file: core/shader_nodes/domain_sample_texture.shader_node
Inputs | |||||
vector3 | UVW |
The UVW coordinates to sample. | |||
scalar | Mip Level |
Specifies which mipmap level to read from the texture. When omitted, this value is determined internally based on the apparent size of the mesh being shaded. | |||
Outputs | |||||
Out | vector4 |
A linear RGBA value that represents the color value stored in the texture at the specified UVW coordinates; or, for normal maps, the normal vector expressed in tangent space. | |||
Options | |||||
Encoding |
Specifies the way the color values in the supplied texture are encoded.
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Address mode |
Determines how the sampler treats UV coordinate values that are outside the normal [0..1] range.
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Filter mode |
Determines the process used in order to calculate a single final output color value for the pixel being shaded from the pixels in the texture being sampled.
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NOTE: To set the options listed above, select this node in the shader graph and open the Property Editor panel in the Stingray Editor.
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Node definition in file: core/shader_nodes/sample_cube.shader_node
Inputs | |||||
vector2 | UV |
The UV coordinates to sample. | |||
scalar | Mip Level |
Specifies which mipmap level to read from the texture. When omitted, this value is determined internally based on the apparent size of the mesh being shaded. | |||
Outputs | |||||
Out | vector4 |
A linear RGBA value that represents the color value stored in the skydome at the specified UV coordinates. | |||
Options | |||||
Encoding |
Specifies the way the color values in the skydome texture are encoded.
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Address mode |
Determines how the sampler treats UV coordinate values that are outside the normal [0..1] range.
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Filter mode |
Determines the process used in order to calculate a single final output color value for the pixel being shaded from the pixels in the texture being sampled.
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NOTE: To set the options listed above, select this node in the shader graph and open the Property Editor panel in the Stingray Editor.
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Node definition in file: core/stingray_renderer/shader_nodes/sample_skydome.shader_node
Inputs | |||||
vector2 | UV |
The UV coordinates to sample. | |||
scalar | Mip Level |
Specifies which mipmap level to read from the texture. When omitted, this value is determined internally based on the apparent size of the mesh being shaded. | |||
Outputs | |||||
Out | vector4 |
A linear RGBA value that represents the color value stored in the texture at the specified UV coordinates; or, for normal maps, the normal vector expressed in tangent space. | |||
Options | |||||
Encoding |
Specifies the way the color values in the supplied texture are encoded.
| ||||
Address mode |
Determines how the sampler treats UV coordinate values that are outside the normal [0..1] range.
| ||||
Filter mode |
Determines the process used in order to calculate a single final output color value for the pixel being shaded from the pixels in the texture being sampled.
| ||||
Invert Green Channel |
Determines whether or not the sampler inverts the color values of the green channel. Use this setting when you are sampling from a normal map, and the map appears inverted. That is, if areas that should be raised above the surface appear inset into the surface and vice-versa. | ||||
NOTE: To set the options listed above, select this node in the shader graph and open the Property Editor panel in the Stingray Editor.
|
When you select this node in the shader graph, you can use the following options in the Property Editor to configure the properties that can be used to control its value.
Display Name
The name that will be shown for this texture slot in the Property Editor and in the Story Editor.
Slot Name
The internal name for this texture slot. No spaces allowed. Use this name when you want to change the texture being sampled through Flow or Lua.
UIOrder
Determines the order of this texture slot's input widget within the list of input variables and sample textures shown in the Property Editor. Variables with lower numbers show up toward the top of the Property Editor; variables with higher numbers show up lower down.
Node definition in file: core/shader_nodes/sample_texture.shader_node
Reads a color value from a texture for the specified UV coordinates. This node does the texture sampling in the Vertex stage.
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Inputs | |||||
vector2 | UV |
The UV coordinates to sample. | |||
scalar | Mip Level |
Specifies which mipmap level to read from the texture. When omitted, this value is set to the highest mip level (0). | |||
Outputs | |||||
Out | vector4 |
A linear RGBA value that represents the color value stored in the texture at the specified UV coordinates; or, for normal maps, the normal vector expressed in tangent space. | |||
Options | |||||
Encoding |
Specifies the way the color values in the supplied texture are encoded.
| ||||
Address mode |
Determines how the sampler treats UV coordinate values that are outside the normal [0..1] range.
| ||||
Filter mode |
Determines the process used in order to calculate a single final output color value for the pixel being shaded from the pixels in the texture being sampled.
| ||||
Invert Green Channel |
Determines whether or not the sampler inverts the color values of the green channel. Use this setting when you are sampling from a normal map, and the map appears inverted. That is, if areas that should be raised above the surface appear inset into the surface and vice-versa. | ||||
NOTE: To set the options listed above, select this node in the shader graph and open the Property Editor panel in the Stingray Editor.
|
When you select this node in the shader graph, you can use the following options in the Property Editor to configure the properties that can be used to control its value.
Display Name
The name that will be shown for this texture slot in the Property Editor and in the Story Editor.
Slot Name
The internal name for this texture slot. No spaces allowed. Use this name when you want to change the texture being sampled through Flow or Lua.
UIOrder
Determines the order of this texture slot's input widget within the list of input variables and sample textures shown in the Property Editor. Variables with lower numbers show up toward the top of the Property Editor; variables with higher numbers show up lower down.
Node definition in file: core/shader_nodes/vertex_sample_texture.shader_node