4.3 KiB
Sample Texture 3D node
The Sample Texture 3D node samples a Texture 3D asset and returns a Vector 4 color value. You can specify the UV coordinates for a texture sample and use a Sampler State node to define a specific Sampler State.
For more information about Texture 3D assets, see 3D textures in the Unity User manual.
[!includenodes-sample-errors]
Create Node menu category
The Sample Texture 2D node is under the Input > Texture category in the Create Node menu.
Compatibility
The Sample Texture 3D [!includenodes-compatibility-all]
[!includenodes-sample-fragment-lod]
Inputs
The Sample Texture 3D [!includenodes-inputs]
[!include[nodes-sample-ss-table](./snippets/sample-nodes/nodes-sample-ss-table.md)] [!include[nodes-sample-lod-table](./snippets/sample-nodes/nodes-sample-lod-table.md)]Name | Type | Binding | Description |
---|---|---|---|
Texture | Texture 3D | None | The 3D Texture asset to sample. |
UV | Vector 3 | None | The 3D UV coordinates to use to sample the Texture. |
Additional node settings
The Sample Texture 3D [!includenodes-additional-settings]
Name | Type | Description | |
---|---|---|---|
Mip Sampling Mode | Dropdown | Choose the sampling mode that the Sample Texture 3D node uses to calculate the mip level of the texture. | |
Standard | The mip is calculated and selected automatically for the texture. | ||
LOD | Set an explicit mip for the texture. The texture will always use this mip, regardless of the DDX or DDY calculations between pixels. If the Mip Sampling Mode is set to LOD, you can connect the node to a Block node in the Vertex Context. For more information on Block nodes and Contexts, see Master Stack. |
Outputs
The Sample Texture 3D [!includenodes-outputs]
[!includenodes-sample-rgba-output-table]
Example graph usage
In the following example, the Sample Texture 3D node samples a 3D fractal noise Texture asset. It takes its input UV coordinates from a Position node, set to Object Space.
The Sample Texture 3D node needs a Vector 3 for its UV coordinate input, rather than a Vector 2, because the Texture asset exists as a volume in imaginary 3D space. The node uses the default Sampler State because there is no Sampler State node connected.
This specific Texture 3D asset stores its Texture data in the Alpha channel, so the Sample Texture 3D node uses its A output port as an input for the Base Color Block node in the Fragment Context of the Master Stack:
Generated code example
[!includenodes-generated-code]:
float4 _SampleTexture3D_Out = SAMPLE_TEXTURE3D(Texture, Sampler, UV);
Related nodes
[!includenodes-related] Sample Texture 3D node: