Documentation / Node reference / code nodes

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.