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Description

The Mask field is a member of the TextureExtension enumeration within the Editor.ShaderGraph namespace. This enumeration is used to specify different types of texture extensions that can be applied in a shader graph, particularly in the context of the s&box game development environment.

The Mask value is typically used to represent a texture that serves as a mask, which can be used to control the visibility or blending of other textures or materials in a shader. Masks are often grayscale images where the intensity of the color determines the level of influence or visibility.

Usage

To use the Mask field, you would typically reference it when setting up or modifying a shader graph that requires a mask texture. This can be useful in scenarios where you need to apply effects selectively across a surface, such as applying dirt, decals, or other visual effects that require precise control over where they appear.

Example usage in a shader graph setup:

TextureExtension textureType = TextureExtension.Mask;
// Use textureType in shader graph logic to apply a mask texture

Example

// Example of using the Mask field in a shader graph context
TextureExtension textureType = TextureExtension.Mask;

// Assuming a method that applies a texture based on its type
ApplyTexture(textureType, myMaskTexture);

void ApplyTexture(TextureExtension type, Texture texture)
{
    switch (type)
    {
        case TextureExtension.Mask:
            // Logic to apply the mask texture
            break;
        // Handle other texture types
    }
}