Sample MSDF

Decodes the sharp and true distance fields from a texture.
For the Sharp output to provide a correct result, the texture must contain a multi-channel
distance field in its RGB channels. Typically this will be generated by importing an asset
using a Distance
Similarly, for the Simple output to provide a correct result, the texture must contain a simple distance field on its alpha channel.
Inputs
| Name | Direction | Type | Description |
|---|---|---|---|
| Field | Input | Texture 2D | The distance field texture to be sampled. |
| UV | Input | Vector 2 | Position of the texture to sample. |
Outputs
| Name | Type | Description |
|---|---|---|
| Sharp | Float | The distance decoded from the multi-channel part of the texture. |
| Simple | Float | The single-channel distance field from the texture's alpha channel. |