Sample Texture 2D LOD Node

Description

Samples a Texture 2D and returns a Vector 4 color value for use in the shader. You can override the UV coordinates using the UV input and define a custom Sampler State using the Sampler input. Use the LOD input to adjust the level of detail of the sample.

To use the Sample Texture 2D LOD Node to sample a normal map, set the Type dropdown parameter to Normal.

This Node is useful for sampling a Texture in the vertex Shader Stage as the Sample Texture 2D Node is unavailable in this Shader Stage.

Ports

Name Direction Type Binding Description
Texture Input Texture 2D None Texture 2D to sample
UV Input Vector 2 UV Mesh's normal vector
Sampler Input Sampler State Default sampler state Sampler for the texture
LOD Input Vector 1 None Level of detail to sample
RGBA Output Vector 4 None Output value as RGBA
R Output Vector 1 None red (x) component of RGBA output
G Output Vector 1 None green (y) component of RGBA output
B Output Vector 1 None blue (z) component of RGBA output
A Output Vector 1 None alpha (w) component of RGBA output

Controls

Name Type Options Description
Type Dropdown Default, Normal Selects the texture type

Generated Code Example

The following example code represents one possible outcome of this node per Type mode.

Default

float4 _SampleTexture2DLOD_RGBA = SAMPLE_TEXTURE2D_LOD(Texture, Sampler, UV, LOD);
float _SampleTexture2DLOD_R = _SampleTexture2DLOD_RGBA.r;
float _SampleTexture2DLOD_G = _SampleTexture2DLOD_RGBA.g;
float _SampleTexture2DLOD_B = _SampleTexture2DLOD_RGBA.b;
float _SampleTexture2DLOD_A = _SampleTexture2DLOD_RGBA.a;

Normal

float4 _SampleTexture2DLOD_RGBA = SAMPLE_TEXTURE2D_LOD(Texture, Sampler, UV, LOD);
_SampleTexture2DLOD_RGBA.rgb = UnpackNormalRGorAG(_SampleTexture2DLOD_RGBA);
float _SampleTexture2DLOD_R = _SampleTexture2DLOD_RGBA.r;
float _SampleTexture2DLOD_G = _SampleTexture2DLOD_RGBA.g;
float _SampleTexture2DLOD_B = _SampleTexture2DLOD_RGBA.b;
float _SampleTexture2DLOD_A = _SampleTexture2DLOD_RGBA.a;