The TextureSample expression outputs the color value(s) from a texture. This texture can be a regular Texture2D (including normal maps), a cubemap, or a movie texture.
Specifies the texture sampled by the expression. To set the texture, first select a texture in the Content Browser. Then, select the Texture property in the expression's property window and click the 'Use Current Selection' button.
The type of data that will be sampled and output from the node.
Selects how to customize the sample's mip-level or derivatives from the default hardware computed. Affects the look and performance.
Takes in UV texture coordinates to use for the texture. If no values are input to the UVs, the texture coordinates of the mesh the material is applied to are used. If the TextureSample represents a cubemap texture, the UVs coordinate must be a three-channel value rather than just a two-channel value.
Takes the DDX of UVs input for anisotropic filtering. By default, the hardware automatically do it, and faster. But there is some cases where you may need to explicitly to set it avoiding the DDX material expresion to avoid artifacts like the 2x2 pixels block artifact of the deferred decal. Only available with MipValueMode = Derivative.
Takes the DDY of UVs input for anisotropic filtering as same as DDX(UVs) takes the DDX of the UVs input.
Outputs the three-channel RGB vector value of the color.
Outputs the red channel of the color.
Outputs the green channel of the color.
Outputs the blue channel of the color.
Outputs the alpha channel of the color. If a texture does not contain an alpha channel, connecting the 'alpha' channel to something, while not technically illegal, will always result in zero (black).
For a better understanding of the DDX(UVs) and DDY(UVs) inputs, here is what you could do. But you need to keep in mind that this has the exact same output as with MipValueMode = None, but is slower. The DDX(UVs) and DDY(UVs) should only be used when you actually need to overide the default hardware computation because computing those values by a different way than using the DDX/DDY material expression.