What is HLSL sampler?

The sampler state contains the sampling and filtering options. This method can be invoked within a pixel shader, but it is not supported in a vertex shader or a geometry shader.

What is a texture sampler?

Texture sampling is the process of reading textures through the GPU. Graphics Hardware embeds a set of texture units that are able to read texture pixels directly or sample these textures using different algorithms.

What is HLSL and GLSL?

In GLSL, you present much of the OpenGL state as pre-defined global variables. For example, with GLSL, you use the gl_Position variable to specify vertex position and the gl_FragColor variable to specify fragment color. In HLSL, you pass Direct3D state explicitly from the app code to the shader.

What is SV_DispatchThreadID?

SV_DispatchThreadID is the sum of SV_GroupID * numthreads and GroupThreadID. It varies across the range specified in Dispatch and numthreads. For example if Dispatch(2,2,2) is called on a compute shader with numthreads(3,3,3) SV_DispatchThreadID will have a range of 0.. 5 for each dimension.

What is a sampler shader?

A sampler is a input pseudo-register for a pixel shader, which is used to identify the sampling stage. There are 16 pixel shader sampling stage registers: s0 to s15. Therefore, up to 16 texture surfaces can be read in a single shader pass.

What is sampler2D unity?

The sampler2D is the type of “texture” parameter in your above code. https://msdn.microsoft.com/en-us/library/windows/desktop/bb509677(v=vs.85).aspx and since its size is 1 as discribed in the link above, I tried to convert a float value to sampler2D but I cant do it.

What does uniform texture mean?

adj. 4 unchanging in form, quality, quantity, etc.; regular. a uniform surface.

Which shaders can perform texture lookups from a texture map?

The fragment shader uses the texture coordinates for a fragment to lookup a color in the texture map image.

What is gl_FragCoord?

Available only in the fragment language, gl_FragCoord is an input variable that contains the window relative coordinate (x, y, z, 1/w) values for the fragment. If multi-sampling, this value can be for any location within the pixel, or one of the fragment samples.

How to calculate samplelevel in HLSL texture object?

[in] The texture coordinates. The argument type is dependent on the texture-object type. If the texture object is an array, the last component is the array index. [in] A number that specifies the mipmap level. If the value is = 0, the zero’th (biggest map) is used. The fractional value (if supplied) is used to interpolate between two mipmap levels.

How to sample a texture in DirectX HLSL?

Samples a texture and compares a single component against the specified comparison value. The comparison is a single-component comparison between the first component stored in the texture, and the comparison value passed into the method. This method can be invoked only from a pixel shader; it isn’t supported in a vertex or geometry shader.

When to use comparison filtering in HLSL texture object?

Comparison filtering provides a basic filtering operation that is useful for percentage-closer-depth filtering. When using this method on a floating-point resource (Instead of a signed-normalized or unsigned-normalized format), the comparison value is not automatically clamped between 0.0 and 1.0.

How does texture sampling work in Win32 apps?

Texture sampling uses the texel position to look up a texel value. An offset can be applied to the position before lookup. The sampler state contains the sampling and filtering options.