The Sample Texture 3D node has the following input ports:NameTypeBindingDescription Texture Array Texture 2D Array None The Texture 2D Array asset to sample. Index Float None The index of the specific Texture in the Texture array to sample. The index value is the Texture's location in the ...
运算符对指定 UV 和 Mip 级别的 Texture2DArray 进行采样。此运算符使用与输入纹理的导入设置相同的 Filter Mode 和Wrap Mode。 这转化为对高级着色语言 (HLSL) 中的纹理进行的 Sample() 调用。有关加载和采样之间差异的信息,请参见加载和采样。加载和采样在Visual Effect Graph 中,有多个运算符可以从纹理中读...
Texture1DArray Texture2D 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 ...
Samples a texture with an optional value to clamp sample level-of-detail (LOD) values to, and returns status of the operation. | Texture2DArray::Sample(S,float,int,float,uint) function
Texture1DArray、Texture2D float2 Texture2DArray、Texture3D、TextureCube float3 TextureCubeArray float4 CompareValue [in] 类型: float 要用作比较值的浮点值。 Offset [in] 类型: int 可选的纹理坐标偏移量,可用于任何纹理对象类型;在采样之前,偏移量应用于位置。 仅在整数偏移量处使用偏移量;否则,可能会...
Learn more about the Android.Opengl.GLES32.GlTexture2dMultisampleArray in the Android.Opengl namespace.
It appears that Naga believes the level for a depth texture is floating-point (as is the case for regular textures), but the WebGPU spec defines it as an integer: ParameterizationOverload Lisi32, oru32@must_use fn textureSampleLevel(t: texture_depth_2d, s: sampler, coords: vec2<f32>...
Texture2DMSArray TextureCube TextureCubeArray Shader Model 5.1 Shader Model 6 Intrinsic Functions Asm Shader Reference D3DCompiler Reference Inline Format Conversion Reference Appendix HLSL errors and warnings Download PDF Save Add to Collections
This sample demonstrates how to use a Texture Array to render a terrain with visually-complex texturing at high performance. The texture array is similar to a 3D texture, allowing for multiple 'slices' or sub-textures bound to a single texture ID, but a
对于Texture1D 数组, srcAddress g 组件 (POS-swizzle) 选择要从中提取的数组切片。 这始终被视为缩放浮点值,而不是标准纹理坐标的规范化空间,对值应用从圆角到最接近的偶数,然后对可用 BufferArray 范围进行固定。 对于Texture2D 数组, srcAddress b 组件 (POS-swizzle) 选择要从中提取的数组切片,否则使用为 ...