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The mapping type defines how the shader chooses what pixel of the layer is visible at what parts of the object. |
![]() Uses the first or second UV map of the object. |
![]() The reflection of the surface normal and the view direction (Use with cubemaps for good reflections). |
![]() The surface normal, can be used with cubemaps for IBL. |
![]() Rim Light, the left side of the input appears on the edges of objects, while the right side is in the middle. A good use is with a gradient for rim lighting. |
![]() Generate the map with tri-planar mapping, good for procedurally generated objects without UV Maps. |
![]() The position on the screen. |
![]() The world position of the pixel. |