Creates a graphics shader that can paint colors on a 3D object representing its vertex attributes.
This node is useful for debugging meshes.
Attribute— Which vertex attribute to render as a color:
Position— Use the world-space position of each of the object’s vertices.
Normal— Use the world-space normal vector of each of the object’s vertices. A normal vector represents the direction a 3D surface is facing.
Tangent— Use the world-space tangent vector of each of the object’s vertices. A tangent vector represents a direction along a 3D surface.
Bitangent— Use the world-space bitangent vector of each of the object’s vertices. A bitangent vector represents a direction along a 3D surface, perpendicular to the tangent vector.
Texture Coordinate— Render a checkerboard using the X and Y texture coordinate values.
Z Color— The color that’s used to represent the X, Y, and Z axis.
With its default settings, this node will render parts of an object:
Keywords: bitangent, colors, direction, distance, draw, facing, glsl, graphics, heading, location, mesh, opengl, position, scenegraph, tangent, texture coordinate