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API > API/Runtime > API/Runtime/Renderer > API/Runtime/Renderer/FScreenTransform
Different texture coordinate basis.
| Name | ETextureBasis |
| Type | enum |
| Header File | /Engine/Source/Runtime/Renderer/Public/ScreenPass.h |
| Include Path | #include "ScreenPass.h" |
Syntax
enum ETextureBasis
{
ScreenPosition,
ViewportUV,
TexelPosition,
TextureUV,
}
Values
| Name | Remarks |
|---|---|
| ScreenPosition | Viewport maps [-1.0,1.0] on X, ]1.0, -1.0[ on Y. |
| ViewportUV | Viewport maps [0.0,1.0]. |
| TexelPosition | Viewport maps [Viewport.Min,Viewport.Max] in pixel coordinate in the texture Used for instance for MyTexture[uint(TexelPosition)]; |
| TextureUV | Viewport maps [Viewport.Min / TextureExtent,Viewport.Max / TextureExtent] Used for MyTexture.SampleLevel(MySampler, TextureUV, 0); |