Performs a 2D texture lookup within the visual shader graph. Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from. Determines the source for the lookup. See [enum Source] for options. The source texture, if needed for the selected [member source]. Specifies the type of the texture if [member source] is set to [constant SOURCE_TEXTURE]. See [enum TextureType] for options. Use the texture given as an argument for this function. Use the current viewport's texture as the source. Use the texture from this shader's texture built-in (e.g. a texture of a [Sprite2D]). Use the texture from this shader's normal map built-in. Use the depth texture captured during the depth prepass. Only available when the depth prepass is used (i.e. in spatial shaders and in the forward_plus or gl_compatibility renderers). Use the texture provided in the input port for this function. Use the normal buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer). Use the roughness buffer captured during the depth prepass. Only available when the normal-roughness buffer is available (i.e. in spatial shaders and in the forward_plus renderer). Represents the size of the [enum Source] enum. No hints are added to the uniform declaration. Adds [code]source_color[/code] as hint to the uniform declaration for proper sRGB to linear conversion. Adds [code]hint_normal[/code] as hint to the uniform declaration, which internally converts the texture for proper usage as normal map. Represents the size of the [enum TextureType] enum.