NormalBump
NormalBump =
"alpha"|"luminance"|"red"|"green"|"blue"|"none"
Defined in: packages/normals/src/descriptor.ts:113
Per-texel bump source inside a region. Each non-‘none’ mode runs a
central-difference gradient on the named channel; the result is
treated as a height field where high values are raised and low
values are sunken. Negative strength inverts (dark = raised).
'alpha'— gradient on the source alpha channel (default). Preserves sprite silhouette edges — the classic path for transparent sprites. Solid opaque regions produce no bump.'luminance'— gradient on Rec. 709 luminance(0.2126·R + 0.7152·G + 0.0722·B). Brick faces read as raised; dark mortar lines read as sunken grooves. Right mode for solid opaque tilesets.'red'/'green'/'blue'— gradient on a single color channel. Use when your art treats one channel as a height map (e.g., packing height into the red channel of a data texture).'none'— flat fill at the region’s tilt direction. No per-texel variation; cheapest and useful for uniform surfaces.