For each pixel, the sample node will take the 2d coordinates provided as input, and sample the selected (pixel processor) input value for these coordinates. This works very similar to sampling UV coordinates in a realtime shader.
There are two types of Sampler: Sample Gray and Sample Color. They are identical, the only difference is the type of result being returned. Sample Gray returns a Float, Sample Color returns a Float4
Coordinates start from the top left corner of an input, and range between 0 and 1. Going outside of this range will always tile, it is unaffected by the Input or Pixel Processor's Tiling Mode.
Inputs for the Sampler must be Float2!
Let you select which (pixel processor) input to use for sampling.
The list adapts dynamically to correspond to the current inputs, meaning, the entries are added as soon as you connect a an input to the Pixel Processor.
Let you define how to treat the sampled results when interpolating between pixels:
- Nearest: will sample exactly the same value (faster)
- Bilinear : will apply a bilinear filter on the result for a smoother look.