# Sample Buffer **Menu Path : Operator > Sampling > Sample Buffer** The Sample Buffer Operator enables you to fetch and sample a structured buffer. A structured buffer is a [GraphicsBuffer](https://docs.unity3d.com/ScriptReference/GraphicsBuffer.html) created using the [Structured](https://docs.unity3d.com/ScriptReference/GraphicsBuffer.Target.Structured.html) target. ## Operator settings | **Input** | **Type** | **Description** | | --------- | -------- | ------------------------------------------------------------ | | **Mode** | Enum | The wrap mode to use for the sequence. The options are:
• **Clamp**: Clamps the index between the first and last vertices.
• **Wrap**: Wraps the index around to the other side of the vertex list.
• **Mirror**: Mirrors the vertex list so out of range indices move back and forth through the list. | ### Operator Properties | **Input** | **Type** | **Description** | | ---------- | --------------------------------------- | ------------------------------------------------------------ | | **Input** | [Configurable](#operator-configuration) | The structure type. | | **Buffer** | GraphicsBuffer | The structured buffer to fetch. You can only connect an exposed property to this input port. | | **Index** | uint | The index of the element to fetch. | | **Output** | **Type** | **Description** | | ---------- | --------- | ------------------------------------------------------------ | | **s** | Dependent | The sampled structure at the index, taking into account the **Mode** setting. | ## Operator configuration To view the Operator's configuration, click the **cog** icon in the Operator's header. ### Available types This Operator supports sampling structured buffers that use blittable types. The list of built-in blittable types is: - float - int - uint - Vector2 - Vector3 - Vector4 - Matrix4x4 You can also declare custom types. To do this, add the `[VFXType]` attribute to a struct, and use the `VFXTypeAttribute.Usage.GraphicsBuffer` type. For example: ```c# using UnityEngine; using UnityEngine.VFX; [VFXType(VFXTypeAttribute.Usage.GraphicsBuffer)] struct CustomData { public Vector3 color; public Vector3 position; } ``` ## Limitations The Operator has the following limitations: - This Operator expects a GraphicsBuffer created using the [Structured](https://docs.unity3d.com/ScriptReference/GraphicsBuffer.Target.Structured.html) target. - The stride of the GraphicsBuffer declaration must match with the structure stride. - The structure must be blittable. This means the structure can't store a reference to a Texture2D, but it can store any other blittable structure. - This Operator only supports structured buffers that use one of the blittable public types the Visual Effect Graph supports. For the list of available types, see [Available types](#available-types).