VisualShaderNodeTextureParameter
Performs a uniform texture lookup within the visual shader graph.
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
public VisualShaderNodeTextureParameter.ColorDefaultEnum ColorDefault { get; set; }Sets the default color if no texture is assigned to the uniform.
TextureFilterProperty
public VisualShaderNodeTextureParameter.TextureFilterEnum TextureFilter { get; set; }Sets the texture filtering mode.
TextureRepeatProperty
public VisualShaderNodeTextureParameter.TextureRepeatEnum TextureRepeat { get; set; }Sets the texture repeating mode.
TextureSourceProperty
public VisualShaderNodeTextureParameter.TextureSourceEnum TextureSource { get; set; }Sets the texture source mode. Used for reading from the screen, depth, or normal_roughness texture.
TextureTypeProperty
public VisualShaderNodeTextureParameter.TextureTypeEnum TextureType { get; set; }Defines the type of data provided by the source texture.
Methods10
GetColorDefaultVisualShaderNodeTextureParameter.ColorDefaultEnum
public VisualShaderNodeTextureParameter.ColorDefaultEnum GetColorDefault();VisualShaderNodeTextureParameter.ColorDefaultEnumGetTextureFilterVisualShaderNodeTextureParameter.TextureFilterEnum
public VisualShaderNodeTextureParameter.TextureFilterEnum GetTextureFilter();VisualShaderNodeTextureParameter.TextureFilterEnumGetTextureRepeatVisualShaderNodeTextureParameter.TextureRepeatEnum
public VisualShaderNodeTextureParameter.TextureRepeatEnum GetTextureRepeat();VisualShaderNodeTextureParameter.TextureRepeatEnumGetTextureSourceVisualShaderNodeTextureParameter.TextureSourceEnum
public VisualShaderNodeTextureParameter.TextureSourceEnum GetTextureSource();VisualShaderNodeTextureParameter.TextureSourceEnumGetTextureTypeVisualShaderNodeTextureParameter.TextureTypeEnum
public VisualShaderNodeTextureParameter.TextureTypeEnum GetTextureType();VisualShaderNodeTextureParameter.TextureTypeEnumSetColorDefaultvoid
public void SetColorDefault(VisualShaderNodeTextureParameter.ColorDefaultEnum color);| Name | Type | Default |
|---|---|---|
color | VisualShaderNodeTextureParameter.ColorDefaultEnum | — |
SetTextureFiltervoid
public void SetTextureFilter(VisualShaderNodeTextureParameter.TextureFilterEnum filter);| Name | Type | Default |
|---|---|---|
filter | VisualShaderNodeTextureParameter.TextureFilterEnum | — |
SetTextureRepeatvoid
public void SetTextureRepeat(VisualShaderNodeTextureParameter.TextureRepeatEnum repeat);| Name | Type | Default |
|---|---|---|
repeat | VisualShaderNodeTextureParameter.TextureRepeatEnum | — |
SetTextureSourcevoid
public void SetTextureSource(VisualShaderNodeTextureParameter.TextureSourceEnum source);| Name | Type | Default |
|---|---|---|
source | VisualShaderNodeTextureParameter.TextureSourceEnum | — |
SetTextureTypevoid
public void SetTextureType(VisualShaderNodeTextureParameter.TextureTypeEnum type);| Name | Type | Default |
|---|---|---|
type | VisualShaderNodeTextureParameter.TextureTypeEnum | — |
VisualShaderNodeTextureParameter.ColorDefaultEnum
| Value | Description |
|---|---|
Black = 1 | Defaults to fully opaque black color. |
Max = 3 | Represents the size of the |
Transparent = 2 | Defaults to fully transparent black color. |
White = 0 | Defaults to fully opaque white color. |
VisualShaderNodeTextureParameter.TextureFilterEnum
| Value | Description |
|---|---|
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 |
LinearMipmapAnisotropic = 6 | The texture filter blends between the nearest 4 pixels and blends between 2 mipmaps (or uses the nearest mipmap if |
Max = 7 | Represents the size of the |
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 |
NearestMipmapAnisotropic = 5 | The texture filter reads from the nearest pixel and blends between 2 mipmaps (or uses the nearest mipmap if |
VisualShaderNodeTextureParameter.TextureRepeatEnum
| Value | Description |
|---|---|
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.TextureSourceEnum
| Value | Description |
|---|---|
Depth = 2 | The texture source is the depth texture from the depth prepass. |
Max = 4 | Represents the size of the |
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
| Value | Description |
|---|---|
Anisotropy = 3 | Adds |
Color = 1 | Adds |
Data = 0 | No hints are added to the uniform declaration. |
Max = 4 | Represents the size of the |
NormalMap = 2 | Adds |