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
float, will map the ‘red’ channel of the texture.
|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
sRGB to get the values in sRGB space.
|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.
DensitySrc is set to
RGBA_Average, these are the weights used for averaging.
They will be renormalized to 1 automatically.
|+ all sampler properties