ShaderTexZoom¶
Can be also used as a texture render pass, for two textures.

Scale and Reposition Textures
ShaderTexZoom provides independent control over texture scaling and positioning for both source (input region) and destination (output region). Use it to zoom into texture regions, reposition content, crop textures, or create picture-in-picture effects. Supports processing two textures simultaneously.
Reference¶
The following properties can be configured for this node:
| Property | Type | Description |
|---|---|---|
src scale |
- | source x and y scale |
src pos |
- | source x and y position |
dest scale |
- | dest x and y scale |
dest pos |
- | dest x and y position |
interpolate |
- | use interpolation on output texture |
texture one |
- | use this node as texture render pass |
texture two |
- | use this node as texture render pass |
| Inlet | Type | Description |
|---|---|---|
| properties | properties | properties | use message [set <propertyPath> <value(s)>] (without node/<nodeName> at the beginning) to set internal properties |
| texture | texture | texture one (also used for texture fx) |
| texture | texture | texture two |
| Outlet | Type | Description |
|---|---|---|
| texture | texture | texture one altered |
| texture | texture | texture two altered |
Source vs Destination¶
Understanding Scale and Position
ShaderTexZoom uses a source-to-destination mapping model:
| Property | Controls | Effect |
|---|---|---|
| src scale | Input region size | Which portion of the source texture is sampled |
| src pos | Input region position | Where in the source texture to sample from |
| dest scale | Output region size | How large the result appears in the output |
| dest pos | Output region position | Where the result is placed in the output |
Think of it as: "Take this region from the source (src) and place it here in the output (dest)."
Zoom and Pan Effects¶
Zooming Into a Texture Region
To zoom into a specific area of a texture:
- Connect your texture to the first texture inlet
- Set
src scaleto less than 1.0 (e.g., 0.5, 0.5) to select a smaller region - Adjust
src posto center on the area of interest - Set
dest scaleto 1.0 to fill the output - Enable
interpolatefor smooth scaling
Result: The selected region is enlarged to fill the output.
Picture-in-Picture
To create a small inset of one texture:
- Connect your texture to the first inlet
- Keep
src scaleat 1.0 (use full source) - Set
dest scaleto a smaller value (e.g., 0.25, 0.25) - Set
dest posto position the inset (e.g., corner placement)
Result: The full texture appears as a small inset at the specified position.
Dual Texture Processing¶
Processing Two Textures
ShaderTexZoom can apply the same zoom/pan transformation to two textures simultaneously:
- Connect textures to both texture inlets
- Enable
texture oneand/ortexture twoto include them in the render pass - Both outlets provide the transformed versions
This is useful when you need to apply identical spatial transformations to related texture pairs (e.g., color and depth, left and right stereo).
Interpolation¶
Smooth vs Sharp Scaling
The interpolate property controls texture filtering:
| Setting | Effect |
|---|---|
| On | Smooth, bilinear filtering (better for photographic content) |
| Off | Nearest-neighbor, sharp pixels (better for pixel art or when preserving hard edges) |
Enable interpolation when scaling up to avoid blocky artifacts.
Texture Render Pass Mode¶
Using as a Render Pass
Enable texture one or texture two to use ShaderTexZoom as part of a texture render pass:
- The node will process textures during the render pipeline
- Useful for integrating zoom effects into complex texture processing chains
- Ensure proper render pass ordering if source textures come from other render operations
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Quick Start
Get started with ShaderTexZoom in minutes
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Complementing ShaderTexZoom
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Tutorials
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Community
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Last updated: 2025-12-01 | Edit this page on GitHub