The texture sampler allows you to sample a 2D texture (luminance or RGBA), it is useful to encode particle properties (for example, for particles spawned on a mesh shape).
The sampler is stable/consistent, meaning that if you author a texture with some channels at full intensity or at full zero, even if the texture is in a compressed format, you’ll get exactly 1.0 or 0.0 when sampling them back, and not unprecise values like 1.0001, or 0.0001.
|Path of the texture to be used, relative to the root of the project.|
|Specifies where the sampler fetches the atlas/sub-UV data|
|Number of sub-rectangles in the atlas, along each UV dimension.|
|Optional path to a texture atlas file (see how to create atlas files), relative to the root of the project.|
If a path is specified, will allow to sample sub-frames of the image independently, like in billboard renderers.
|Determines if the sampler will sample the texture as an rgba or grayscale texture.|
|If enabled, tells the image sampler to not perform any runtime conversions and to sample the raw texel data from the source texture.|
Enable this if you want minimal runtime memory and performance overhead when loading the effect.
If enabled, and
|Gamma-space of the source texture.|
Some texture formats explicitly encode the gamma-space, some others don’t.
|Gamma-space you want the sampled values to be in.|
If you plan on assigning the texels to color values, and your lighting-pipeline is gamma-correct / in linear space, use
|Densities will be exponentiated with this value. It allows to quickly change the perceived “contrast” of the density map.|
|The density map will be built from the selected channel.|
They will be renormalized to 1 automatically.
|+ all sampler properties|