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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.

Render of UV checker with direction ramps and stretch map
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
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

The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.

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