reckfellENGINE

VisualShaderNodeTextureParameter

Performs a uniform texture lookup within the visual shader graph.

On this page
class VisualShaderNodeTextureParameterReckfellSharpInherits VisualShaderNodeParameter

Performs a uniform texture lookup within the visual shader graph.

Performs a lookup operation on the texture provided as a uniform for the shader.

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

Properties5

ColorDefaultProperty
# ColorDefault
C#
public VisualShaderNodeTextureParameter.ColorDefaultEnum ColorDefault { get; set; }

Sets the default color if no texture is assigned to the uniform.

TextureFilterProperty
# TextureFilter
C#
public VisualShaderNodeTextureParameter.TextureFilterEnum TextureFilter { get; set; }

Sets the texture filtering mode.

TextureRepeatProperty
# TextureRepeat
C#
public VisualShaderNodeTextureParameter.TextureRepeatEnum TextureRepeat { get; set; }

Sets the texture repeating mode.

TextureSourceProperty
# TextureSource
C#
public VisualShaderNodeTextureParameter.TextureSourceEnum TextureSource { get; set; }

Sets the texture source mode. Used for reading from the screen, depth, or normal_roughness texture.

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

Defines the type of data provided by the source texture.

Methods10

GetColorDefaultVisualShaderNodeTextureParameter.ColorDefaultEnum
# GetColorDefault
C#
public VisualShaderNodeTextureParameter.ColorDefaultEnum GetColorDefault();
Returns VisualShaderNodeTextureParameter.ColorDefaultEnum
GetTextureFilterVisualShaderNodeTextureParameter.TextureFilterEnum
# GetTextureFilter
C#
public VisualShaderNodeTextureParameter.TextureFilterEnum GetTextureFilter();
Returns VisualShaderNodeTextureParameter.TextureFilterEnum
GetTextureRepeatVisualShaderNodeTextureParameter.TextureRepeatEnum
# GetTextureRepeat
C#
public VisualShaderNodeTextureParameter.TextureRepeatEnum GetTextureRepeat();
Returns VisualShaderNodeTextureParameter.TextureRepeatEnum
GetTextureSourceVisualShaderNodeTextureParameter.TextureSourceEnum
# GetTextureSource
C#
public VisualShaderNodeTextureParameter.TextureSourceEnum GetTextureSource();
Returns VisualShaderNodeTextureParameter.TextureSourceEnum
GetTextureTypeVisualShaderNodeTextureParameter.TextureTypeEnum
# GetTextureType
C#
public VisualShaderNodeTextureParameter.TextureTypeEnum GetTextureType();
Returns VisualShaderNodeTextureParameter.TextureTypeEnum
SetColorDefaultvoid
# SetColorDefault
C#
public void SetColorDefault(VisualShaderNodeTextureParameter.ColorDefaultEnum color);
Parameters
NameTypeDefault
colorVisualShaderNodeTextureParameter.ColorDefaultEnum—
SetTextureFiltervoid
# SetTextureFilter
C#
public void SetTextureFilter(VisualShaderNodeTextureParameter.TextureFilterEnum filter);
Parameters
NameTypeDefault
filterVisualShaderNodeTextureParameter.TextureFilterEnum—
SetTextureRepeatvoid
# SetTextureRepeat
C#
public void SetTextureRepeat(VisualShaderNodeTextureParameter.TextureRepeatEnum repeat);
Parameters
NameTypeDefault
repeatVisualShaderNodeTextureParameter.TextureRepeatEnum—
SetTextureSourcevoid
# SetTextureSource
C#
public void SetTextureSource(VisualShaderNodeTextureParameter.TextureSourceEnum source);
Parameters
NameTypeDefault
sourceVisualShaderNodeTextureParameter.TextureSourceEnum—
SetTextureTypevoid
# SetTextureType
C#
public void SetTextureType(VisualShaderNodeTextureParameter.TextureTypeEnum type);
Parameters
NameTypeDefault
typeVisualShaderNodeTextureParameter.TextureTypeEnum—

VisualShaderNodeTextureParameter.ColorDefaultEnum

ValueDescription
Black = 1

Defaults to fully opaque black color.

Max = 3

Represents the size of the VisualShaderNodeTextureParameter.ColorDefaultEnum enum.

Transparent = 2

Defaults to fully transparent black color.

White = 0

Defaults to fully opaque white color.

VisualShaderNodeTextureParameter.TextureFilterEnum

ValueDescription
Default = 0

Sample the texture using the filter determined by the node this shader is attached to.

Linear = 2

The texture filter blends between the nearest 4 pixels. This makes the texture look smooth from up close, and grainy from a distance (due to mipmaps not being sampled).

LinearMipmap = 4

The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps (or uses the nearest mipmap if ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter is true). This makes the texture look smooth from up close, and smooth from a distance. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to Camera2D zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.

LinearMipmapAnisotropic = 6

The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter is true) based on the angle between the surface and the camera view. This makes the texture look smooth from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level. Note: This texture filter is rarely useful in 2D projects. VisualShaderNodeTextureParameter.TextureFilterEnum.LinearMipmap is usually more appropriate in this case.

Max = 7

Represents the size of the VisualShaderNodeTextureParameter.TextureFilterEnum enum.

Nearest = 1

The texture filter reads from the nearest pixel only. This makes the texture look pixelated from up close, and grainy from a distance (due to mipmaps not being sampled).

NearestMipmap = 3

The texture filter reads from the nearest pixel and blends between the nearest 2 mipmaps (or uses the nearest mipmap if ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter is true). This makes the texture look pixelated from up close, and smooth from a distance. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to Camera2D zoom or sprite scaling), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.

NearestMipmapAnisotropic = 5

The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if ProjectSettings.rendering/textures/default_filters/use_nearest_mipmap_filter is true) based on the angle between the surface and the camera view. This makes the texture look pixelated from up close, and smooth from a distance. Anisotropic filtering improves texture quality on surfaces that are almost in line with the camera, but is slightly slower. The anisotropic filtering level can be changed by adjusting ProjectSettings.rendering/textures/default_filters/anisotropic_filtering_level. Note: This texture filter is rarely useful in 2D projects. VisualShaderNodeTextureParameter.TextureFilterEnum.NearestMipmap is usually more appropriate in this case.

VisualShaderNodeTextureParameter.TextureRepeatEnum

ValueDescription
Default = 0

Sample the texture using the repeat mode determined by the node this shader is attached to.

Disabled = 2

Texture will not repeat.

Enabled = 1

Texture will repeat normally.

Max = 3

Represents the size of the VisualShaderNodeTextureParameter.TextureRepeatEnum enum.

VisualShaderNodeTextureParameter.TextureSourceEnum

ValueDescription
Depth = 2

The texture source is the depth texture from the depth prepass.

Max = 4

Represents the size of the VisualShaderNodeTextureParameter.TextureSourceEnum enum.

None = 0

The texture source is not specified in the shader.

NormalRoughness = 3

The texture source is the normal-roughness buffer from the depth prepass.

Screen = 1

The texture source is the screen texture which captures all opaque objects drawn this frame.

VisualShaderNodeTextureParameter.TextureTypeEnum

ValueDescription
Anisotropy = 3

Adds hint_anisotropy as hint to the uniform declaration to use for a flowmap.

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 = 4

Represents the size of the VisualShaderNodeTextureParameter.TextureTypeEnum enum.

NormalMap = 2

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

Reckfell Engine documentationBack to top ↑
QUICK LINKSGetting startedEntity hierarchyC# & .NET 10Scenes and prefabs
Reckfell guides and full API K
reckfellENGINE
RECKFELL ACCOUNT

Sign in

Sign in to your Reckfell account.

One account for the entire Reckfell platform.