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DocumentationReferenceLayers→Mapping Types

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.
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
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.
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