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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
    // ...
}