UV checker with direction ramps and stretch map
In your harnessGodot shaderMIT
Debug a mesh's UV layout: a numbered-style checker with red and green ramps showing the U and V directions, cell lines, and an optional heat map of texel stretching from screen-space UV derivatives.

What it takes and gives
- Shader type
- spatial
- Render modes
- unshaded
- Parameters
- cells (float = 8), dark_color (vec4 = 0.18, 0.18, 0.2, 1), light_color (vec4 = 0.82, 0.82, 0.85, 1), direction_tint (float = 0.45), line_pixels (float = 1), show_stretch (bool = no), stretch_range (float = 3)
- Result
- Objects covered in a tinted checker with corner markers that reveal the UV direction on every face.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/uv_checker_grid/
Limits. The stretch map compares screen-space derivatives, so it depends on the viewing angle; judge stretch facing the surface. UVs outside 0 to 1 repeat the ramps. Unshaded, so it shows no lighting.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 63.2 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
- Checker with directional ramps and corner markers, Derivative anti-aliased cell lines, UV stretch ratio from screen-space derivatives
- Tags
- godot shader, spatial, uv, debug, checker, texel density, tool
- Identity
library.supply.creative_originals.24a5e9361f4a31f2647d29cf.a64078e7edb8f9d6- Version
a64078e7edb8f9d6b5689ebc9adc82fc9c4b01dc2f4c2db381f4be93324cb33e
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