render mesh normals as colors
A material without shading
display texture and replace a color with transparency
Write your own custom shader
draw meshes using the cables error material shader
visualize which faces are facing the camera
Easy to use image based lighting Material
Draw all vertices as points / circles
draw meshes using XYZ position coordinates as RGB color
set a uniform value of the current shader
set a uniform value of the current shader
render a shader into a texture
view current shader source code
read back all uniforms values of the current bound shader
Switch between two shaders
draw a mesh showing only it's vertex colors
visually debug vertices of your 3D geometry
Renders following meshes as wireframes
do not draw pixels inside a defined 3d area
rotate vertices in an area around a center point
Scales the size of meshes within the area of influence
Translate object positions with a noise function
Change the position of all meshes inside of the area of influence
bend objects along an axis
clamp/restrict the vertex position to min/max values per axis
Colorize all meshes around current position
colorize instanced meshes by picking random color from a texture
deform a spherical area of a mesh
discard transparent pixels in material textures
explode a (divided) mesh in the direction of faces normals
Fog as a shadereffect applied to a material
add fresnel glow to any material
displace positions of instanced meshes using a texture
displace position of instanced object by perlin noise value
colorize instanced meshes using a texture
discard pixel if texture coordinate is below threshold
3d space noise for mesh materials
vertex shader modulo operation on vertex position
Displace vertices using perlin noise animation
select textures to render to
Scale vertices of an object in the direction of face normals
add shadow capabilities to any material
Deform a mesh along a spline
texture projection on meshes
Transform and repeat texture coordinates of a mesh via vertex shader
transform vertices of a mesh via vertex shader
twist a mesh around an axis
Use vertex color as basecolor/diffuse color
Use mesh vertexcolor as Alpha/Opacity
Displace the vertices of a mesh with the pixels brightness values from a texture
only draw the first X vertices of a mesh
set vertex positions of a mesh from a texture
sine wave vertex displacement