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VisualShaderNodeTexture

Performs a 2D texture lookup within the visual shader graph.

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class VisualShaderNodeTextureReckfellSharpInherits VisualShaderNode

Performs a 2D texture lookup within the visual shader graph.

Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

VisualShaderNodeTextureConstructor
# VisualShaderNodeTexture
C#
public VisualShaderNodeTexture();

Properties3

SourceProperty
# Source
C#
public VisualShaderNodeTexture.SourceEnum Source { get; set; }

Determines the source for the lookup.

TextureProperty
# Texture
C#
public Texture2D Texture { get; set; }

The source texture, if needed for the selected VisualShaderNodeTexture.Source.

TextureTypeProperty
# TextureType
C#
public VisualShaderNodeTexture.TextureTypeEnum TextureType { get; set; }

Specifies the type of the texture if VisualShaderNodeTexture.Source is set to VisualShaderNodeTexture.SourceEnum.Texture.

Methods6

GetSourceVisualShaderNodeTexture.SourceEnum
# GetSource
C#
public VisualShaderNodeTexture.SourceEnum GetSource();
Returns VisualShaderNodeTexture.SourceEnum
GetTextureTexture2D
# GetTexture
C#
public Texture2D GetTexture();
Returns Texture2D
GetTextureTypeVisualShaderNodeTexture.TextureTypeEnum
# GetTextureType
C#
public VisualShaderNodeTexture.TextureTypeEnum GetTextureType();
Returns VisualShaderNodeTexture.TextureTypeEnum
SetSourcevoid
# SetSource
C#
public void SetSource(VisualShaderNodeTexture.SourceEnum value);
Parameters
NameTypeDefault
valueVisualShaderNodeTexture.SourceEnum—
SetTexturevoid
# SetTexture
C#
public void SetTexture(Texture2D value);
Parameters
NameTypeDefault
valueTexture2D—
SetTextureTypevoid
# SetTextureType
C#
public void SetTextureType(VisualShaderNodeTexture.TextureTypeEnum value);
Parameters
NameTypeDefault
valueVisualShaderNodeTexture.TextureTypeEnum—

VisualShaderNodeTexture.SourceEnum

ValueDescription
Depth = 4

Use the depth texture captured during the depth prepass. Only available when the depth prepass is used (i.e. in spatial shaders and in the forward_plus or gl_compatibility renderers).

Max = 8

Represents the size of the VisualShaderNodeTexture.SourceEnum enum.

Port = 5

Use the texture provided in the input port for this function.

Roughness = 7

Use the roughness buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).

Screen = 1

Use the current viewport's texture as the source.

Source2DNormal = 3

Use the texture from this shader's normal map built-in.

Source2DTexture = 2

Use the texture from this shader's texture built-in (e.g. a texture of a Sprite2D).

Source3DNormal = 6

Use the normal buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer).

Texture = 0

Use the texture given as an argument for this function.

VisualShaderNodeTexture.TextureTypeEnum

ValueDescription
Color = 1

Adds source_color as hint to the uniform declaration for proper conversion from nonlinear sRGB encoding to linear encoding.

Data = 0

No hints are added to the uniform declaration.

Max = 3

Represents the size of the VisualShaderNodeTexture.TextureTypeEnum enum.

NormalMap = 2

Adds hint_normal as hint to the uniform declaration, which internally converts the texture for proper usage as normal map.

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