textureFilter.point: No interpolation (nearest sample)
textureFilter.linear: Linear interpolation between the 4 nearest texels
textureAddr.clamp: Clamps UV coordinates to the [0, 1] range
textureAddr.wrap: Wraps UV coordinates that are outside the [0, 1] range back into [0, 1] (“Repeat” mode)
SamplerName.sample(float2 uv [, int filterMode [, int wrapMode]]) Samples a texel on the texture at the specified UV coordinates in parameter uv.
SamplerName.sample(float subRectId, float2 uv [, int filterMode [, int wrapMode]]) Samples a texel on the texture atlas at the specified UV coordinates in parameter uv and atlas tile subRectId. subRectId is in the [0, atlasRectCount-1] range
SamplerName.remapDensity(float2 uv [, int filterMode [, int wrapMode]]) Builds a new UV from the input uv so that the final UV distribution matches the density of the texture.
SamplerName.remapDensity(float subRectId, float2 uv [, int filterMode [, int wrapMode]]) Builds a new UV from the input uv so that the final UV distribution matches the density of the texture atlas tile subRectId. subRectId is in the [0, atlasRectCount-1] range
SamplerName.sampleDensity([int filterMode [, int wrapMode]]) Builds a random UV coordinate so that the final UV distribution matches the density of the texture.
SamplerName.sampleDensity(float subRectId [, int filterMode [, int wrapMode]]) Returns a float2 containing the texture texel dimensions. (can be just an abstract aspect ratio if the sampler is an attribute sampler overriden by the game engine and is a procedural ‘infinite’ texture rather than a physical texture).
SamplerName.dimensions() Returns a float2 containing the texture texel dimensions.
SamplerName.atlasRectCount() Returns the number of sub-rectangles in the texture atlas. Returns zero if there’s no atlas.
Disclaimer: These are describing the reference implementation. When using attribute samplers, the behavior of these functions can vary depending on the implementation in the game-engine where the effect is loaded.
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