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The raw asset of an [[Type:IAssetProvider`1|IAssetProvider<Texture2D>]] extracted using a [[ProtoFlux:Get Asset|Get Asset Node]]. | The raw asset of an [[Type:IAssetProvider`1|IAssetProvider<Texture2D>]] extracted using a [[ProtoFlux:Get Asset|Get Asset Node]]. | ||
=== UV ([[ | === UV ([[Type:Float2|Float2]]) === | ||
The UV position to sample the colorX from. | The UV position to sample the colorX from. | ||
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=== * ([[Type:ColorX|colorX]]) === | === * ([[Type:ColorX|colorX]]) === | ||
The ColorX color from the provided Texture ([[Type:IAsset`1|IAsset<Texture2D>]]) at the provided UV Position ([[ | The ColorX color from the provided Texture ([[Type:IAsset`1|IAsset<Texture2D>]]) at the provided UV Position ([[Type:Float2|Float2]]). | ||
== Examples == | == Examples == | ||
Revision as of 15:34, 19 December 2025
Sample texture 2D UV is a node that allows you to sample the pixel color of an 2 dimensional Texture that has readable enabled based on a 0->1 range on UV instead of pixels.
Since the StaticTexture2D component needs to have readable enabled, most players opt to keep a component on the object that their code is on, and then change it's URL so they can read the image's pixels.
This node also takes a raw IAsset<Texture2D> instead of an asset provider. To extract the raw texture reference from the provider for use in this node, see the Get Asset Node.
Inputs
Texture (IAsset<Texture2D>)
The raw asset of an IAssetProvider<Texture2D> extracted using a Get Asset Node.
UV (Float2)
The UV position to sample the colorX from.
WrapMode (WrapMode)
Which mode should be used when sampling past the UV 0-1 space.
Outputs
* (colorX)
The ColorX color from the provided Texture (IAsset<Texture2D>) at the provided UV Position (Float2).
Examples
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Example of a Sample Texture2D UV being used in a larger example code reading 3D and 2D textures.