TextureFilter

    VisualShaderNodeTextureParameter.swift:60
    enum TextureFilter

    Cases

    • case `default`

      Sample the texture using the filter determined by the node this shader is attached to.

    • case nearest

      The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.

    • case linear

      The texture filter blends between the nearest four pixels. Use this for most cases where you want to avoid a pixelated style.

    • case nearestMipmap

      The texture filter reads from the nearest pixel in the nearest mipmap. This is the fastest way to read from textures with mipmaps.

    • case linearMipmap

      The texture filter blends between the nearest 4 pixels and between the nearest 2 mipmaps. Use this for non-pixel art textures that may be viewed at a low scale (e.g. due to Camera2D zoom), as mipmaps are important to smooth out pixels that are smaller than on-screen pixels.

    • case nearestMipmapAnisotropic

      The texture filter reads from the nearest pixel, but selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. The anisotropic filtering level can be changed by adjusting ProjectSettings/rendering/textures/defaultFilters/anisotropicFilteringLevel.

    • case linearMipmapAnisotropic

      The texture filter blends between the nearest 4 pixels and selects a mipmap based on the angle between the surface and the camera view. This reduces artifacts on surfaces that are almost in line with the camera. This is the slowest of the filtering options, but results in the highest quality texturing. The anisotropic filtering level can be changed by adjusting ProjectSettings/rendering/textures/defaultFilters/anisotropicFilteringLevel.

    • case max

      Represents the size of the TextureFilter enum.

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