TextureProcessor HeightToNormal

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Description

The HeightToNormal field is a member of the TextureProcessor enumeration within the Editor.ShaderGraph namespace. This field represents a texture processing operation that converts a height map texture into a normal map. This is useful in shader development where normal maps are used to simulate the appearance of surface details without increasing the geometric complexity of the model.

Usage

To use the HeightToNormal field, you typically select it as a processing option when configuring a shader graph or texture processing pipeline. This operation will take a grayscale height map and generate a normal map, which can then be used in shaders to create lighting effects that mimic surface details.

Example

// Example of using HeightToNormal in a shader graph setup
TextureProcessor processor = TextureProcessor.HeightToNormal;

// Assuming you have a method to process textures
ProcessTexture(myHeightMapTexture, processor);

void ProcessTexture(Texture texture, TextureProcessor processor)
{
    switch (processor)
    {
        case TextureProcessor.HeightToNormal:
            // Convert height map to normal map
            // Implementation of conversion logic here
            break;
        // Handle other cases
    }
}