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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. |
UV Map/Map2Uses the first or second UV map of the object. |
ReflectionThe reflection of the surface normal and the view direction (Use with cubemaps for good reflections). |
DirectionThe surface normal, can be used with cubemaps for IBL. |
Rim LightRim 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. |
GenerateGenerate the map with tri-planar mapping, good for procedurally generated objects without UV Maps. |
ViewThe position on the screen. |
PositionThe world position of the pixel. |