Following @DMGregory's excellent feedback, I wrote the following class to test:
public class MaterialTextureTest : MonoBehaviour
public Material material = null;
public List<string> textureNames = new List<string>();
public List<Texture2D> textures = new List<Texture2D>();
// Start is called before the first frame ...
This code is meaningless:
Vector3 incomingVec = hit.point - rayStart;
Vector3 reflectVec = Vector3.Reflect(incomingVec, hit.normal);
cursorSprite.transform.eulerAngles = reflectVec;
There is no particular relationship between the orientation you want, and the reflection of the incident ray by the hit normal. There is no relationship at all between a ...