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---
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title: hdrp-latest-link
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---
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For more information on the HDRP, see [Unity's HDRP package documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest).
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---
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title: nodes-additional-settings
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---
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This node has some additional settings that you can access from the Graph Inspector:
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---
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title: nodes-all-contexts.md
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---
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This node can also be connected to any Block node in either Context. For more information on Block nodes and Contexts, see <a href="Master-Stack.md">Master Stack</a>.
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---
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title: nodes-compatibility-all
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---
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This node is supported on the following render pipelines:
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<table>
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<thead>
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<tr>
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<th><strong>Built-in Render Pipeline</strong></th>
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<th><strong>Universal Render Pipeline (URP)</strong></th>
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<th><strong>High Definition Render Pipeline (HDRP)</strong></th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>Yes</td>
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<td>Yes</td>
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<td>Yes</td>
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</tr>
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</tbody>
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</table>
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---
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title: nodes-compatibility-hdrp
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---
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This node is supported on the following render pipelines:
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<table>
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<thead>
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<tr>
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<th><strong>Built-in Render Pipeline</strong></th>
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<th><strong>Universal Render Pipeline (URP)</strong></th>
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<th><strong>High Definition Render Pipeline (HDRP)</strong></th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td>No</td>
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<td>No</td>
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<td>Yes</td>
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</tr>
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</tbody>
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</table>
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---
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title: nodes-controls
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---
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The node has the following controls:
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---
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title: nodes-fragment-only
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---
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This node can only connect to a Block node in the **Fragment** Context of your Shader Graph. For more information on Block nodes and Contexts, see [Master Stack](Master-Stack.md).
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---
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title: nodes-generated-code
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---
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The following example code is a possible outcome of this node written in HLSL code:
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---
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title: nodes-inputs
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---
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The node has the following input ports:
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---
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title: nodes-outputs
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---
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The node has the following output ports:
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---
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title: nodes-related
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---
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The following nodes are related or similar to this node:
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---
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title: nodes-single-control
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---
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The node has one control:
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---
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title: nodes-single-input
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---
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The node has one input port:
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---
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title: nodes-single-output
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---
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The node has one output port:
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---
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title: nodes-subgraph-node
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---
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> [!NOTE]
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> This node is a Subgraph node: it represents a Subgraph instead of directly representing Unity's shader code. Double-click the node in any Shader Graph to view its Subgraph.
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---
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title: nodes-sample-errors
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---
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> [!NOTE]
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> If you experience texture sampling errors while using this node in a graph with Custom Function Nodes or Sub Graphs, upgrade to Shader Graph version 10.3 or later.
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---
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title: nodes-sample-mip-bias-sample-mode-table.md
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---
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<table>
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<thead>
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<tr>
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<th><strong>Name</strong></th>
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<th><strong>Type</strong></th>
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<th><strong>Options</strong></th>
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<th><strong>Description</strong></th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><strong>Use Global Mip Bias</strong></td>
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<td>Toggle</td>
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<td>Enabled, Disabled</td>
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<td>Enable <strong>Use Global Mip Bias</strong> to use the Global Mip Bias from the render pipeline. The bias adjusts the percentage of texture information taken from one mip over another. For more information on mip bias, see <a href="Mipmaps-Mip-Bias.md#mip-bias">Mips and mipmaps</a>.</td>
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</tr>
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<tr>
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<td><strong>Mip Sampling Mode</strong></td>
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<td>Dropdown</td>
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<td>Standard, LOD, Gradient, Bias</td>
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<td>Choose the sampling mode that the Sample Texture 2D Array node should use for calculating the mip level of the texture:
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<br/>
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<ul>
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<li><strong>Standard</strong>: The mip is calculated and selected automatically for the texture.</li>
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<li><strong>LOD</strong>: Set an explicit mip for the texture. The texture will always use this mip, regardless of the DDX or DDY calculations between pixels. Setting the Mip Sampling Mode to <strong>LOD</strong> also allows you to connect the node to a Block node in the Vertex Context. For more information on Block nodes and Contexts, see <a href="Master-Stack.md">Master Stack</a>.</li>
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<li><strong>Gradient</strong>: Set the DDX and DDY values to use for the texture's mip calculation, instead of using the values calculated from the texture's UV coordinates. For more information on DDX and DDY values, see <a href="Mipmaps-Mip-Bias.md">Mips and mipmaps</a>.</li>
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<li><strong>Bias</strong>: Set a bias to adjust the calculated mip for a texture up or down. Negative values bias the mip to a higher resolution. Positive values bias the mip to a lower resolution. This bias value can be added to the value of the Global Mip Bias, or used instead of the Global Mip Bias. For more information on mip bias, see <a href="Mipmaps-Mip-Bias.md#mip-bias">Mips and mipmaps</a>.</li>
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</ul>
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</td>
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</tr>
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</tbody>
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</table>
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---
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title: nodes-sample-mip-mode-table
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---
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<tr>
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<td><strong>LOD</strong></td>
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<td>Float</td>
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<td>LOD</td>
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<td><div class="NOTE"><h5>NOTE</h5><p>The <strong>LOD</strong> Input port only displays if you set <strong>Mip Sampling Mode</strong> to <strong>LOD</strong>. For more information, see <a href="#additional-node-settings">Additional Node Settings</a>.</p></div> The specific mip that the node should use when sampling the texture.</td>
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</tr>
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<tr>
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<td><strong>Bias</strong></td>
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<td>Float</td>
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<td>Bias</td>
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<td><div class="NOTE"><h5>NOTE</h5><p>The <strong>Bias</strong> Input port only displays if you set <strong>Mip Sampling Mode</strong> to <strong>Bias</strong>. For more information, see <a href="#additional-node-settings">Additional Node Settings</a>.</p></div> If <strong>Use Global Mip Bias</strong> is enabled, Unity adds this Bias amount to the Global Mip Bias when calculating the texture's mip. If <strong>Global Mip Bias</strong> is disabled, Unity uses this Bias amount instead of the Global Mip Bias.</td>
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</tr>
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<tr>
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<td><strong>DDX</strong></td>
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<td>Float</td>
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<td>DDX</td>
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<td><div class="NOTE"><h5>NOTE</h5><p>The <strong>DDX</strong> Input port only displays if you set <strong>Mip Sampling Mode</strong> to <strong>Gradient</strong>. For more information, see <a href="#additional-node-settings">Additional Node Settings</a>.</p></div> The specific DDX value to use for calculating the texture's mip when sampling. For more information on DDX values for mipmaps, see <a href="Mipmaps-Mip-Bias.md">Mips and mipmaps</a>.</td>
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</tr>
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<tr>
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<td><strong>DDY</strong></td>
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<td>Float</td>
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<td>DDY</td>
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<td><div class="NOTE"><h5>NOTE</h5><p>The <strong>DDY</strong> Input port only displays if you set <strong>Mip Sampling Mode</strong> to <strong>Gradient</strong>. For more information, see <a href="#additional-node-settings">Additional Node Settings</a>.</p></div> The specific DDY value to use for calculating the texture's mip when sampling. For more information on DDY values for mipmaps, see <a href="Mipmaps-Mip-Bias.md">Mips and mipmaps</a>.</td>
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</tr>
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---
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title: nodes-sample-ss-table
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---
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<tr>
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<td><strong>Sampler</strong></td>
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<td>Sampler State</td>
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<td>Default Sampler State</td>
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<td>The Sampler State and corresponding settings that the node should use to sample the texture.</td>
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</tr>
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---
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title: nodes-sample-uv-table
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---
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<tr>
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<td><strong>UV</strong></td>
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<td>Vector 2</td>
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<td>UV</td>
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<td>The UV coordinates that the node should use to sample the texture.</td>
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</tr>
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