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Description

The Normal 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 how textures are interpreted or utilized in rendering.

The Normal field specifically indicates that the texture is to be used as a normal map. Normal maps are used in 3D graphics to simulate the lighting of bumps and dents, giving the appearance of a more complex surface without the need for additional geometry.

Usage

To use the Normal field, you would typically assign it to a property or parameter that expects a TextureExtension value. This is often done when setting up materials or shaders in a graphical application where you need to specify that a particular texture should be treated as a normal map.

For example, when configuring a material in a shader graph, you might set the texture type to TextureExtension.Normal to ensure that the texture is processed correctly as a normal map.

Example

// Example of using TextureExtension.Normal in a shader setup

public class ShaderSetup
{
    public void ConfigureShader(Material material)
    {
        // Assuming 'material' is a valid Material object
        // and 'normalTexture' is a Texture object representing a normal map
        
        Texture normalTexture = LoadNormalTexture(); // Method to load your normal texture
        material.SetTexture("_NormalMap", normalTexture);
        material.SetTextureExtension("_NormalMap", TextureExtension.Normal);
    }

    private Texture LoadNormalTexture()
    {
        // Implementation to load and return a normal texture
        return new Texture(); // Placeholder for actual texture loading logic
    }
}