To sample a Texture for the Vertex Context of a Shader Graph, set the Mip Sampling Mode to LOD.InputsThe Sample Texture 3D node has the following input ports:NameTypeBindingDescription Texture Array Texture 2D
Texture2D、Texture2DArray int2 Texture3D int3 TextureCube、TextureCubeArray 不支持 Clamp [in] 类型: float 用于将示例 LOD 值固定到的可选值。 例如,如果为固定值传递 2.0f,请确保没有单个样本访问小于 2.0f 的 mip 级别。 返回值 类型: DXGI_FORMAT 纹理格式,它是 DXGI_FORMAT中列出的...
Texture-Object TypeParameter Type Texture1D, Texture1DArray int Texture2D, Texture2DArray int2 Texture3D int3 TextureCube, TextureCubeArray not supported Clamp [in] An optional value to clamp sample LOD values to. For example, if you pass 2.0f for the clamp value, yo...
Texture2DArray Texture2DArray 收集方法 GatherAlpha 方法 GatherBlue 方法 GatherCmp 方法 GatherCmpAlpha 方法 GatherCmpBlue 方法 GatherCmpGreen 方法 GatherCmpRed 方法 GatherGreen 方法 GatherRed 方法 GetDimensions Load 方法 Mips。運算子[ 運算子[ 範例方法 SampleBias 方法 SampleCmp 方法 SampleCmp 方法 Sampl...
对于示例 指令,实现可以选择在 2x2 标记 (的所有 4 个像素之间共享相同的 LOD 计算,但不能) 更大的区域,或执行每像素 LOD 计算。 其他详细信息 对于Buffer & Texture1D,将忽略 srcAddress .gba 组件 (POS-swizzle) 。 对于 Texture1D 数组,将忽略 srcAddress .ba 组件 (POS-swizzle) 。 对于 Texture2D,...
SampleCmp(S,float,float,int,float,uint) Samples a texture, using a comparison value to reject samples, with an optional value to clamp sample level-of-detail (LOD) values to. Returns status about the operation. Remarks Refer to Texture-Object. See also Texture2D З...
Loads a 2D texture array containing multiple 2D texture slices (each with it's own mip chain) and renders multiple meshes each sampling from a different layer of the texture. 2D texture arrays don't do any interpolation between the slices. 10 - 3D textures Generates a 3D texture on the cp...
This tutorial demonstrates how to use amplification and mesh shaders, the new programmable stages, to implement view frustum culling and object LOD calculation on the GPU. This tutorial demonstrates the basics of using ray tracing API in Diligent Engine. ...
SpringJoint2D Sprite SpriteMask SpriteRenderer StateMachineBehaviour StaticBatchingUtility StreamingController SurfaceEffector2D SystemInfo TargetJoint2D Terrain TerrainCollider TerrainData TerrainExtensions TerrainLayer TextAsset TextGenerationSettings TextGenerator TextMesh Texture Texture2D Texture2DArray Texture3D Time...
Their study demonstrated several advantages of this method over other MSPE methods utilizing different materials, including lower LOD, higher adsorption capacity, and improved precision [97]. The use of tetraazacalix[2]arene[2]triazine@SiO2 as an adsorbent during the MSPE technique, for the ...