The Volume Sample Float shader will sample a volume channel of the new volume API. It should be plugged into one of the components of the volume_collector shader (in Source==Parameter mode) if you need to further edit the result of the reading of a channel, for instance to color correct it, etc.
For more information on volume workflows refer to the Volume page.
Both the 'Volume Sample Float' and 'Volume Sample RGB' shaders share the same Sampling controls, the only difference being the type of the output, RGB or float.
These parameters are not texturable due to performance reasons.
An object space offset to apply to the volume sampling position when using named channels to fetch the volume data. This is useful to displace the volume data.
You will need to connect a noise texture to the position offset to see any result.
The voxel interpolation to use when sampling the volume data using named channels.
The range of input values that will be mapped internally to [0, 1]. The internal values are not clamped.
Scale values around the Contrast Pivot.
The origin of the contrast scaling.
Push or pull values by altering the slope at the beginning of the range. Bias values below 0.5 decrease the slope and lower values overall. Above 0.5, the slope is higher and the value grow's more quickly. A value of 0.5 has no effect.
Increase or decrease the slope of the mid range values. Gain values below 0.5 increase the contrast whereas values above 0.5 flatten the mid range values. A value of 0.5 has no effect.
The range to remap the internal values to on output. No clamping is done by default, see Clamp Min / Max.