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 (Checker)
— Render a checkerboard using the X and Y texture coordinate values.Texture Coordinate (Gradient)
— Render a gradient using the X and Y texture coordinate values.Coordinate Space
— When set to World, the colors are calculated using the object’s transform in the overall scene. When set to Local, the colors are only affected by the values in the object’s mesh, irrespective of its transform (and the transforms of its ancestor objects). Texture coordinates are unaffected by this parameter.X Color
, Y Color
, 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