Geometry debug views: normals, tangents, UV, depth
In your harnessGodot shaderMIT
One unshaded debug material with a mode switch: world normals, view normals, tangents, binormals, UVs, vertex colours, linear depth bands or world position cells, for checking imported meshes and shader inputs.

What it takes and gives
- Shader type
- spatial
- Render modes
- unshaded
- Parameters
- mode (int = 0), depth_band (float = 0.5), position_cell (float = 0.25), flip_back_faces (bool = yes)
- Result
- Meshes coloured by their world-space normals (red, green and blue per axis) in the default mode.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/normal_debug_view/
Limits. Debug output only: unshaded and not meant for final art. Tangent and binormal modes need meshes with tangents. Normals are the interpolated vertex normals after any normal map is ignored.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 55.7 KB
- Licence
- MIT
- Declared effects
- reads files, runs commands
- Checked with
- Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
- Checks
- contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
- Techniques
- Direction to colour mapping (n * 0.5 + 0.5), Mode switch in one material
- Tags
- godot shader, spatial, debug, normals, tangents, visualization, tool
- Identity
library.supply.creative_originals.b5202fe6f8ec8907c323ee23.d9cd0f14dee6bbda- Version
d9cd0f14dee6bbdad78efbaeb1d61075e3cdcc9a3bdaaef4a754ea53ff20fbe7
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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