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Description

The TextureExtension enumeration in the Editor.ShaderGraph namespace is used to specify different types of texture extensions that can be applied within a shader graph. This enum provides a set of predefined texture types that can be used to enhance the visual appearance of materials in a 3D scene.

The Color field within this enumeration represents a standard color texture. This is typically used to define the base color of a material, often referred to as the albedo map. It is a crucial component in determining the overall look and feel of a material by providing the primary color information.

Usage

To use the TextureExtension.Color field, you would typically reference it when setting up or modifying a shader graph in the editor. This allows you to specify that a particular texture should be treated as a color map, influencing the base color of the material.

For example, when creating a new material in the shader graph editor, you can assign a texture to the Color slot to define the material's primary color properties. This is essential for achieving realistic or stylized visual effects in your game or application.

Example

// Example of using TextureExtension in a shader graph setup

// Assume we have a method to set up a shader graph
void SetupShaderGraph()
{
    // Create a new shader graph node
    ShaderGraphNode node = new ShaderGraphNode();
    
    // Assign a texture to the Color extension
    node.SetTexture(TextureExtension.Color, "path/to/texture.png");
    
    // Further configuration of the shader graph node
    // ...
}