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
// ...
}