Description
The Metal
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 for defining material properties in a rendering pipeline.
The Metal
field represents the metallic property of a material. It is typically used in physically based rendering (PBR) to determine how metallic a surface appears. A metallic texture can influence the reflectivity and color of the surface, simulating the appearance of metals.
Usage
To use the Metal
field, you would typically assign it to a property or parameter that expects a TextureExtension
value. This is often done when setting up materials in a shader graph to define how the material should be rendered.
For example, when creating a new material in a shader graph, you might specify the Metal
texture extension to indicate that the material should use a metallic map to influence its appearance.
Example
// Example of using the Metal field in a shader graph setup
// Assume we have a method to set up a material
void SetupMaterial(Material material)
{
// Set the texture extension to Metal
material.SetTextureExtension(TextureExtension.Metal);
// Additional setup for the material
// ...
}