Introduction
This document describes the built-in Flow Graph modules of the following categories for shaders:
- Shaders: Texture - Modules that sample, load, convert, copy, and query texture resources, normals, and sampler states in shader graphs.
Shaders: Texture
This section describes the built-in Flow Graph modules that sample, load, convert, copy, and query texture resources, normals, and sampler states in shader graphs.
Const Texture
- Category: Shaders: Texture
- Access: All editions.
- Function: Provides a constant 2D texture resource.
- Input pins:
- ⏺ Image File (constant texture) - Texture asset used as the constant 2D texture.
- Output pins:
- ⏺ Out (texture) - 2D texture resource output.
Const Texture 3D
- Category: Shaders: Texture
- Access: All editions.
- Function: Provides a constant 3D texture resource.
- Input pins:
- ⏺ Image File (constant volume texture) - 3D texture asset used as the constant resource.
- Output pins:
- ⏺ Out (volume texture) - 3D texture resource output.
Const Texture Array
- Category: Shaders: Texture
- Access: All editions.
- Function: Provides a constant 2D texture-array resource.
- Input pins:
- ⏺ Image File (constant texture array) - Texture-array asset used as the constant resource.
- Output pins:
- ⏺ Out (texture array) - 2D texture-array resource output.
Const Texture Cube
- Category: Shaders: Texture
- Access: All editions.
- Function: Provides a constant cubemap texture resource.
- Input pins:
- ⏺ Image File (constant cube texture) - Cubemap asset used as the constant resource.
- Output pins:
- ⏺ Out (cube texture) - Cubemap texture resource output.
Copy Texture
- Category: Shaders: Texture
- Access: All editions.
- Function: Passes the input texture value to the output without change.
- Input pins:
- ⏺ In (texture) - The source value
- ⏺ Tunnel (config string) - Tunnel name used to receive the input texture.
- Output pins:
- ⏺ Out (texture) - The unchanged texture value.
Copy Texture 3D
- Category: Shaders: Texture
- Access: All editions.
- Function: Passes the input 3D texture value to the output without change.
- Input pins:
- ⏺ In (volume texture) - The source value
- ⏺ Tunnel (config string) - Tunnel name used to receive the input 3D texture.
- Output pins:
- ⏺ Out (volume texture) - The unchanged 3D texture value.
Copy Texture Array
- Category: Shaders: Texture
- Access: All editions.
- Function: Passes the input texture array value to the output without change.
- Input pins:
- ⏺ In (texture array) - The source value
- ⏺ Tunnel (config string) - Tunnel name used to receive the input texture array.
- Output pins:
- ⏺ Out (texture array) - The unchanged texture array value.
Copy Texture Cube
- Category: Shaders: Texture
- Access: All editions.
- Function: Passes the input cubemap texture value to the output without change.
- Input pins:
- ⏺ In (cube texture) - The source value
- ⏺ Tunnel (config string) - Tunnel name used to receive the input cubemap texture.
- Output pins:
- ⏺ Out (cube texture) - The unchanged cubemap texture value.
Displace
- Category: Shaders: Texture
- Access: All editions.
- Function: Offsets world position along the surface normal using a texture-derived displacement value.
- Input pins:
- ⏺ Texture Value (scalar) - Sampled displacement value used to compute the offset amount.
- ⏺ Scale (scalar) - Overall strength of the displacement offset.
- ⏺ Center (scalar) - Reference value treated as zero displacement.
- ⏺ World Position (vector) - Current world position to displace.
- ⏺ World Velocity (vector) - World-space motion used to reconstruct previous position.
- ⏺ World Normal (vector) - Current world normal used for displacement direction.
- ⏺ World Normal Veloc (vector) - Change in world normal used for previous-frame reconstruction.
- ⏺ Aux Data (vector) - Auxiliary data where W controls displacement sign handling.
- Output pins:
- ⏺ World Position (vector) - Displaced world position for the current frame.
- ⏺ Prev World Position (vector) - Displaced world position reconstructed for the previous frame.
Load
- Category: Shaders: Texture
- Access: All editions.
- Function: Loads one texel from a 2D texture by integer coordinates.
- Input pins:
- ⏺ Texture (texture) - 2D texture to load from.
- ⏺ X (unsigned integer) - Horizontal texel coordinate.
- ⏺ Y (unsigned integer) - Vertical texel coordinate.
- ⏺ Level (unsigned integer) - Mip level to load from.
- ⏺ Unpremultiply (logical) - When on, converts loaded premultiplied color to straight color.
- Output pins:
- ⏺ Color (color) - Loaded color channels.
- ⏺ Opacity (scalar) - Loaded opacity channel.
Load 3D
- Category: Shaders: Texture
- Access: All editions.
- Function: Loads one texel from a 3D texture by integer coordinates.
- Input pins:
- ⏺ Texture (volume texture) - 3D texture to load from.
- ⏺ X (unsigned integer) - Horizontal texel coordinate.
- ⏺ Y (unsigned integer) - Vertical texel coordinate.
- ⏺ Z (unsigned integer) - Depth texel coordinate.
- ⏺ Level (unsigned integer) - Mip level to load from.
- ⏺ Unpremultiply (logical) - When on, converts loaded premultiplied color to straight color.
- Output pins:
- ⏺ Color (color) - Loaded color channels.
- ⏺ Opacity (scalar) - Loaded opacity channel.
Normal Perturb
- Category: Shaders: Texture
- Access: All editions.
- Function: Perturbs the world normal using a sampled normal map.
- Input pins:
- ⏺ World Position (vector) - World position used to derive view-dependent tangent frame.
- ⏺ World Normal (vector) - Base world normal to perturb.
- ⏺ Normal Map (texture) - Normal-map texture sampled for perturbation.
- ⏺ Tex Coords (vector) - Texture coordinates used to sample NormalMap.
- ⏺ Calc Norm Z (logical) - When on, reconstructs Z from X and Y for the sampled normal.
- ⏺ Sampler State (sampler state) - Sampler state used for normal-map lookup.
- Output pins:
- ⏺ World Normal (vector) - Perturbed world normal result.
Sample
- Category: Shaders: Texture
- Access: All editions.
- Function: Samples a 2D texture and outputs color and opacity.
- Input pins:
- ⏺ Texture (texture) - 2D texture to sample.
- ⏺ Tex Coords (vector) - Texture coordinates used for sampling.
- ⏺ Sampler State (sampler state) - Sampler state used for texture lookup.
- ⏺ Unpremultiply (logical) - When on, converts sampled premultiplied color to straight color.
- Output pins:
- ⏺ Color (color) - Sampled color channels.
- ⏺ Opacity (scalar) - Sampled opacity channel.
Sample 3D
- Category: Shaders: Texture
- Access: All editions.
- Function: Samples a 3D texture and outputs color and opacity.
- Input pins:
- ⏺ Texture (volume texture) - 3D texture to sample.
- ⏺ Tex Coords (vector) - 3D texture coordinates used for sampling.
- ⏺ Sampler State (sampler state) - Sampler state used for texture lookup.
- ⏺ Unpremultiply (logical) - When on, converts sampled premultiplied color to straight color.
- Output pins:
- ⏺ Color (color) - Sampled color channels.
- ⏺ Opacity (scalar) - Sampled opacity channel.
Sample 3D Level
- Category: Shaders: Texture
- Access: All editions.
- Function: Samples a 3D texture at an explicit mip level.
- Input pins:
- ⏺ Texture (volume texture) - 3D texture to sample.
- ⏺ Tex Coords (vector) - 3D texture coordinates used for sampling.
- ⏺ Level (scalar) - Explicit mip level used for sampling.
- ⏺ Sampler State (sampler state) - Sampler state used for texture lookup.
- ⏺ Unpremultiply (logical) - When on, converts sampled premultiplied color to straight color.
- Output pins:
- ⏺ Color (color) - Sampled color channels.
- ⏺ Opacity (scalar) - Sampled opacity channel.
Sample Array
- Category: Shaders: Texture
- Access: All editions.
- Function: Samples a 2D texture array layer and outputs color and opacity.
- Input pins:
- ⏺ Texture (texture array) - 2D texture array to sample.
- ⏺ Tex Coords (vector) - Texture coordinates used for sampling.
- ⏺ Index (scalar) - Array element index to sample.
- ⏺ Sampler State (sampler state) - Sampler state used for texture lookup.
- ⏺ Unpremultiply (logical) - When on, converts sampled premultiplied color to straight color.
- Output pins:
- ⏺ Color (color) - Sampled color channels.
- ⏺ Opacity (scalar) - Sampled opacity channel.
Sample Array Level
- Category: Shaders: Texture
- Access: All editions.
- Function: Samples a 2D texture array layer at an explicit mip level.
- Input pins:
- ⏺ Texture (texture array) - 2D texture array to sample.
- ⏺ Tex Coords (vector) - Texture coordinates used for sampling.
- ⏺ Index (scalar) - Array element index to sample.
- ⏺ Level (scalar) - Explicit mip level used for sampling.
- ⏺ Sampler State (sampler state) - Sampler state used for texture lookup.
- ⏺ Unpremultiply (logical) - When on, converts sampled premultiplied color to straight color.
- Output pins:
- ⏺ Color (color) - Sampled color channels.
- ⏺ Opacity (scalar) - Sampled opacity channel.
Sample Bicubic
- Category: Shaders: Texture
- Access: All editions.
- Function: Samples a 2D texture with bicubic filtering.
- Input pins:
- ⏺ Texture (texture) - 2D texture to sample.
- ⏺ Tex Coords (vector) - Texture coordinates used for sampling.
- ⏺ Sampler State (sampler state) - Sampler state used for texture lookup.
- ⏺ Unpremultiply (logical) - When on, converts sampled premultiplied color to straight color.
- ⏺ For Additive (logical) - When on, uses bicubic sampling behavior tuned for additive content.
- Output pins:
- ⏺ Color (color) - Sampled color channels.
- ⏺ Opacity (scalar) - Sampled opacity channel.
Sample Cube
- Category: Shaders: Texture
- Access: All editions.
- Function: Samples a cubemap texture using a direction vector.
- Input pins:
- ⏺ Texture (cube texture) - Cubemap texture to sample.
- ⏺ Direction (vector) - Direction vector used for cubemap lookup.
- ⏺ Sampler State (sampler state) - Sampler state used for texture lookup.
- ⏺ Unpremultiply (logical) - When on, converts sampled premultiplied color to straight color.
- Output pins:
- ⏺ Color (color) - Sampled color channels.
- ⏺ Opacity (scalar) - Sampled opacity channel.
Sample Cube Level
- Category: Shaders: Texture
- Access: All editions.
- Function: Samples a cubemap texture at an explicit mip level.
- Input pins:
- ⏺ Texture (cube texture) - Cubemap texture to sample.
- ⏺ Direction (vector) - Direction vector used for cubemap lookup.
- ⏺ Level (scalar) - Explicit mip level used for sampling.
- ⏺ Sampler State (sampler state) - Sampler state used for texture lookup.
- ⏺ Unpremultiply (logical) - When on, converts sampled premultiplied color to straight color.
- Output pins:
- ⏺ Color (color) - Sampled color channels.
- ⏺ Opacity (scalar) - Sampled opacity channel.
Sample Level
- Category: Shaders: Texture
- Access: All editions.
- Function: Samples a 2D texture at an explicit mip level and outputs color and opacity.
- Input pins:
- ⏺ Texture (texture) - 2D texture to sample.
- ⏺ Tex Coords (vector) - Texture coordinates used for sampling.
- ⏺ Level (scalar) - Explicit mip level used for sampling.
- ⏺ Sampler State (sampler state) - Sampler state used for texture lookup.
- ⏺ Unpremultiply (logical) - When on, converts sampled premultiplied color to straight color.
- Output pins:
- ⏺ Color (color) - Sampled color channels.
- ⏺ Opacity (scalar) - Sampled opacity channel.
Sample Long Lat
- Category: Shaders: Texture
- Access: All editions.
- Function: Samples a 2D longitude-latitude environment map from a direction vector.
- Input pins:
- ⏺ Texture (texture) - 2D longitude-latitude texture to sample.
- ⏺ Direction (vector) - Direction vector converted to longitude-latitude coordinates.
- ⏺ Sampler State (sampler state) - Sampler state used for texture lookup.
- ⏺ Unpremultiply (logical) - When on, converts sampled premultiplied color to straight color.
- Output pins:
- ⏺ Color (color) - Sampled color channels.
- ⏺ Opacity (scalar) - Sampled opacity channel.
Sample Sphere
- Category: Shaders: Texture
- Access: All editions.
- Function: Samples a 2D spherical environment map from a direction vector.
- Input pins:
- ⏺ Texture (texture) - 2D spherical map texture to sample.
- ⏺ Direction (vector) - Direction vector converted to spherical texture coordinates.
- ⏺ Sampler State (sampler state) - Sampler state used for texture lookup.
- ⏺ Unpremultiply (logical) - When on, converts sampled premultiplied color to straight color.
- Output pins:
- ⏺ Color (color) - Sampled color channels.
- ⏺ Opacity (scalar) - Sampled opacity channel.
Sample SS
- Category: Shaders: Texture
- Access: All editions.
- Function: Samples a 2D texture using supersampling.
- Input pins:
- ⏺ Texture (texture) - 2D texture to sample.
- ⏺ Tex Coords (vector) - Texture coordinates used for sampling.
- ⏺ Sampler State (sampler state) - Sampler state used for texture lookup.
- ⏺ Unpremultiply (logical) - When on, converts sampled premultiplied color to straight color.
- Output pins:
- ⏺ Color (color) - Sampled color channels.
- ⏺ Opacity (scalar) - Sampled opacity channel.
Sampler State
- Category: Shaders: Texture
- Access: All editions.
- Function: Builds a sampler state for texture sampling modules.
- Input pins:
- ⏺ Filter (integer, Filter) - Selects the filtering mode.
- ⏺ Address U (integer, Texture Address Mode) - Addressing mode along the U axis.
- ⏺ Address V (integer, Texture Address Mode) - Addressing mode along the V axis.
- ⏺ Address W (integer, Texture Address Mode) - Addressing mode along the W axis.
- ⏺ Mip LOD Bias (scalar) - Bias added to mip level selection.
- ⏺ Max Anisotropy (integer) - Maximum anisotropy used by anisotropic filters.
- ⏺ Comparison Func (integer, Comparison) - Comparison function used by comparison samplers.
- ⏺ Border Color (vector) - Border color used when an address mode selects border sampling.
- ⏺ Min LOD (scalar) - Minimum mip level allowed for sampling.
- ⏺ Max LOD (scalar) - Maximum mip level allowed for sampling.
- Output pins:
- ⏺ Out (sampler state) - Configured sampler state object.
Tex To Normal
- Category: Shaders: Texture
- Access: All editions.
- Function: Decodes a texture normal and transforms it into the target space.
- Input pins:
- ⏺ Color (color) - Texture color sample containing encoded normal data.
- ⏺ Transformation (transformation) - Transform applied to the decoded normal vector.
- ⏺ Calc Norm Z (logical) - When on, reconstructs Z from X and Y to produce a unit normal.
- Output pins:
- ⏺ Out (vector) - Normalized transformed normal vector.
Tex To Tangent
- Category: Shaders: Texture
- Access: All editions.
- Function: Builds a tangent direction from texture normal data and orients it in the target space.
- Input pins:
- ⏺ Color (color) - Texture color sample containing encoded tangent-plane direction.
- ⏺ Transformation (transformation) - Transform applied to the decoded tangent direction.
- ⏺ Mod Normal (vector) - Reference normal used to orthogonalize the tangent result.
- Output pins:
- ⏺ Out (vector) - Normalized tangent direction vector.
Tex To Vector
- Category: Shaders: Texture
- Access: All editions.
- Function: Converts a texture color sample from packed normal-map space to a vector value.
- Input pins:
- ⏺ Color (color) - Texture color sample to decode.
- ⏺ Calc Norm Z (logical) - When on, reconstructs Z from X and Y to produce a unit normal.
- Output pins:
- ⏺ Out (vector) - Decoded vector result.
Texture 3D Dim
- Category: Shaders: Texture
- Access: All editions.
- Function: Outputs dimensions, depth, and mip-count information of a 3D texture.
- Input pins:
- ⏺ Texture (volume texture) - 3D texture to query.
- ⏺ Level (integer) - Mip level used for width, height, and depth query.
- Output pins:
- ⏺ Width (integer) - Texture width at the selected mip level.
- ⏺ Height (integer) - Texture height at the selected mip level.
- ⏺ Depth (integer) - Texture depth at the selected mip level.
- ⏺ Levels (integer) - Total number of mip levels in the texture.
Texture Array Dim
- Category: Shaders: Texture
- Access: All editions.
- Function: Outputs dimensions, element count, and mip-count information of a 2D texture array.
- Input pins:
- ⏺ Texture (texture array) - 2D texture array to query.
- ⏺ Level (integer) - Mip level used for width and height query.
- Output pins:
- ⏺ Width (integer) - Texture width at the selected mip level.
- ⏺ Height (integer) - Texture height at the selected mip level.
- ⏺ Elements (integer) - Number of array elements.
- ⏺ Levels (integer) - Total number of mip levels in the texture array.
Texture Cube Dim
- Category: Shaders: Texture
- Access: All editions.
- Function: Outputs size and mip-count information of a cubemap texture.
- Input pins:
- ⏺ Texture (cube texture) - Cubemap texture to query.
- ⏺ Level (integer) - Mip level used for size query.
- Output pins:
- ⏺ Width (integer) - Cubemap face width at the selected mip level.
- ⏺ Levels (integer) - Total number of mip levels in the cubemap.
Texture Dim
- Category: Shaders: Texture
- Access: All editions.
- Function: Outputs dimensions and mip-count information of a 2D texture.
- Input pins:
- ⏺ Texture (texture) - 2D texture to query.
- ⏺ Level (integer) - Mip level used for width and height query.
- Output pins:
- ⏺ Width (integer) - Texture width at the selected mip level.
- ⏺ Height (integer) - Texture height at the selected mip level.
- ⏺ Levels (integer) - Total number of mip levels in the texture.
Vector To Tex
- Category: Shaders: Texture
- Access: All editions.
- Function: Encodes a vector value into texture color space.
- Input pins:
- ⏺ Vector (vector) - Vector value to encode into color channels.
- Output pins:
- ⏺ Out (color) - Encoded texture color value.