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
}
}