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Usage
This guide shows how to assign and manage textures using the Splitshade interface.
To understand what textures are and how they’re used in rendering, see What are Textures.
To use textures in your WGSL shader code, see iChannel0–iChannel3.
Assigning Textures in the UI
In the Textures Panel below the editor, you can assign images to one of four channels:
iChannel0
,iChannel1
,iChannel2
,iChannel3
For each channel, you can:
- Use a built-in preset – choose from several default textures.
- Upload your own image – select a file from your computer.
- Swap or clear textures – click the thumbnail to update or remove.
These textures are automatically made available in your shader through the corresponding iChannelN
uniforms.
Tip: Each assigned texture also includes a
sampler
, so you can usetextureSample(iChannel0, iChannel0Sampler, uv)
in your shader.
Need help with the WGSL syntax? Head to the iChannel page for full examples.