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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.

Render of Geometry debug views: normals, tangents, UV, depth
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

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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