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What is a sampler
What is a sampler




what is a sampler

In the example below, three textures are sampled, but only one sampler is used for all of them: Texture2D _MainTex Ĭolor += _SecondTex.Sample(sampler_MainTex, uv) Ĭolor += _ThirdTex.Sample(sampler_MainTex, uv) However, this way, a shader could be written to “reuse” samplers from other textures, while sampling more than one texture. Half4 color = _MainTex.Sample(sampler_MainTex, uv)

what is a sampler

SamplerState sampler_MainTex // "sampler" + “_MainTex” The shader snippet from section above could be rewritten in DX11-style HLSL syntax, and it would do the same thing: Texture2D _MainTex Unity allows declaring textures and samplers using DX11-style HLSL syntax, with a special naming convention to match them up: samplers that have names in the form of “sampler”+TextureName will take sampling states from that texture. For example, Direct3D 11 allows using up to 128 textures in a single shader, but only up to 16 samplers. Many graphics APIs and GPUs allow using fewer samplers than textures, and coupled texture+sampler syntax might not allow more complex shaders to be written. Most of the time this is what you want, and is the only supported option on older graphics APIs (OpenGL ES). Using sampler2D, sampler3D, samplerCUBE HLSL keywords declares both texture and sampler.

what is a sampler

This is default behavior when using DX9-style shader syntax: sampler2D _MainTex More info See in Glossary, the texture sampling state should come from texture settings – essentially, textures and samplers are coupled together. Most of the time when sampling textures in shaders A program that runs on the GPU.






What is a sampler