Description
The EncodeRGBM
field is a member of the TextureProcessor
enumeration within the Editor.ShaderGraph
namespace. This enumeration is used to specify different processing techniques that can be applied to textures within the Shader Graph editor. The EncodeRGBM
option is specifically used to encode textures using the RGBM (Red, Green, Blue, Multiplier) format, which is a method for encoding high dynamic range (HDR) images into a standard 8-bit per channel format.
Usage
To use the EncodeRGBM
field, you would typically select it as a processing option when configuring a texture in the Shader Graph editor. This is useful when you need to store HDR data in a format that is compatible with standard 8-bit textures, allowing for efficient storage and rendering.
Example usage in code might involve setting a texture's processing mode to EncodeRGBM
when preparing it for use in a shader:
Example
// Example of setting a texture processor to EncodeRGBM
TextureProcessor processor = TextureProcessor.EncodeRGBM;
// Use the processor in a hypothetical texture processing function
ProcessTexture(myTexture, processor);
void ProcessTexture(Texture texture, TextureProcessor processor)
{
// Implementation of texture processing based on the processor type
switch (processor)
{
case TextureProcessor.EncodeRGBM:
// Apply RGBM encoding to the texture
break;
// Handle other cases
}
}