Texture sampling (not in shader)

I’m looking to use a texture as a height map for custom terrain and I can’t find a way to sample the texture properly with the filtering (bilinear for example), all i see available in the Texture and Texture2D docs is GetPixel/s, that’s basically point filtering and it means the texture size matters in regards to the terrain size (and not just detail clarity), how do I get around that?
must I run my own filtering or did I miss the way to sample it like one would do in a shader?

this one?

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Damn, how’d I miss it lol