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code/TextureSize
The resolution of the connected texture, in texels, read inside the shader.
Texture
A vec2<u32> for a 2D texture, a vec3<u32> for a 3D one. Use it wherever a texel index has to become a uv: uv = (index + 0.5) / size. Written that way the graph survives a change of texture resolution, where a typed-in constant would not. Add a code/Cast to work in floats. The texture comes from a code/Param set to NodePath (or from code/Texture3DFieldSplit for the 3D case); no sampler is needed, since nothing is being sampled.
Parameters
| Name | Type | What it does |
|---|---|---|
| specifyMipMapLevel | Bool | Report the size of one mip level instead of the base level. |
| mipMapLevel | SInt32 | Which mip level to report the size of. Each level halves the previous one. |
This page is generated from the engine, so it describes the release you can download. The same text is in the editor's Help panel next to the node itself.