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Description

The SelfIllum 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 used in rendering materials.

The SelfIllum value indicates that the texture is used for self-illumination, meaning it will emit light on its own without being affected by external lighting sources. This is typically used to create glowing effects on materials.

Usage

To use the SelfIllum 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 a particular texture should be interpreted by the rendering engine.

For example, when configuring a material in a shader graph, you might specify that a certain texture should be treated as a self-illumination map by setting the corresponding property to TextureExtension.SelfIllum.

Example

// Example of using TextureExtension.SelfIllum in a shader graph setup

// Assume 'material' is an instance of a material that uses a shader graph
material.SetTextureExtension("_EmissionMap", TextureExtension.SelfIllum);

// This sets the texture extension for the emission map to self-illumination,
// allowing the texture to emit light independently.