The mapping type defines how the shader chooses what pixel of the layer is visible at what parts of the object. |
UV Map/Map2 Uses the first or second UV map of the object. |
Reflection The reflection of the surface normal and the view direction (Use with cubemaps for good reflections). |
Direction The surface normal, can be used with cubemaps for IBL. |
Rim Light 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 Generate the map with tri-planar mapping, good for procedurally generated objects without UV Maps. |
View The position on the screen. |
Position The world position of the pixel. |