Shader View 2.0 · User manual

Live previews on every shader node

Shader View draws a live thumbnail above each node in the Shader Editor and keeps it in sync while you work. This manual explains every tool, where to find it, and when it helps.

Blender 4.x – 5.x EEVEE · Cycles macOS · Windows · Linux Non-destructive

Install

  1. In Blender open Edit›Preferences›Add-ons, choose Install from Disk… and pick the Shader View .zip.
  2. Tick the checkbox next to Shader View to enable it.
  3. Open a Shader Editor on an object that has a material. Thumbnails appear above the nodes after a second or two.

Where the controls live

On the previewAn icon strip beside each thumbnail, with the most common tools one click away. Hover an icon for a second to see what it does.
Side panelPress N in the Shader Editor and open the Shader View Pro tab. The Shader View 2.0 panel holds every setting for the active node.
Pop-oversShiftP opens the same panel under the cursor, CtrlR the render settings and CtrlO the output picker.
PreferencesDefaults for new previews, fading, performance and logging live in Preferences›Add-ons›Shader View.

The side panel is split into sections you can fold: Tree, Output Socket, Preview, Inspect Values, UV Tools and Render. Sections only show options that make sense for the selected node, so a Color Ramp and a Mapping node show different controls.

01 — The preview

The preview and its icons

Each previewable node gets a thumbnail above it. Clicking a thumbnail makes its node active (Shift+click adds it to the selection). A small eye button on the node header shows or hides that node's preview; Shift+click the eye for a quick menu of preview settings.

To the right of the thumbnail is the icon strip, split into small groups. A lit icon with a blue frame means the tool is on. Icons only appear when they apply: the output switcher needs at least two outputs, tiling needs the flat plane, and value tools wait until the output is something they can read.

What is shown

Preview objectToggle through: plane → sphere → mesh → UV.
Output socketClick for the next output, Shift+click for the previous one. The dots show which output is previewed.

Mapping

Split vectorShow one channel: X → Y → Z → off.
UV channelsTakes Split's place while the Checker is on: both → U → V.
Coordinate CheckerTexture the preview with a grid driven by this output.
StretchDensity or anisotropy of the coordinate.
TilingRepeat the texture 2×2 or 3×3 to see the seams.

Values

Hover probeExact value under the cursor, scalar to vector depends on output socket type.
Out-of-rangeShow red color for values above 1, blue for below 0.
HeatmapFalse colour from min to max, with a legend.
Contour Click on preview to draw a threshold contour at this value.
HistogramDistribution strip with min, max, mean and clipping.

Placement

SizeHold and drag to resize the thumbnail.
PinAnchor the preview to the editor so it stays put while you pan.
MoveHold and drag a pinned preview.
FoldPinned previews only: collapse the strip to fold, pin and move.

Camera · Mesh preview

Orbit Turn on, then drag on the thumbnail to orbit around the mesh.
PanDrag to move the view.
ZoomDrag to move the camera closer or further.
Reset cameraBack to the default settings of virtual camera.

02 — Preview objects

Preview objects and camera

Where icon on the strip · Side panel › Preview

A texture can look very different on a flat square, on a lit ball and on the model it is made for. Pick the surface per node.

Plane

Flat UV / procedural space: the texture exactly as it would bake. Supports zoom, panning and the tiling check.

Use for masks, patterns, anything 2D.
Sphere

A lit sphere. Bump, normals, Fresnel and anything that depends on light or view direction read correctly here.

Use for shading and normal work.
Mesh

Your real model with modifiers applied, scale and rotation respected. Has its own orbit, pan and zoom camera.

Use to judge the material where it will live.
UV Space

The mesh flattened into its UV layout with the live shader drawn across it. The 0–1 square is always in frame.

Use to see how a texture sits on the islands.

Choosing the mesh

With Mesh selected, the panel shows a mesh field. Leave it empty and Shader View uses the object that carries the material; its name is shown as Default: … under the field. Pick any other mesh object in the file to preview on it instead.

Edits to that mesh are picked up automatically: changing modifiers, moving, rotating or scaling it sends the new shape to the preview. The refresh button next to the field forces a re-send if you ever need one. Clearing the field goes back to the default object.

Camera

Size, zoom and tiling

03 — Outputs

Output sockets

Where icon · Side panel › Output Socket · CtrlO

Nodes with several outputs (Noise gives Factor and Color, Separate XYZ gives three) preview one at a time. The previewed socket is highlighted on the node; the colour is set in Preferences.

UDIM tiles

An Image Texture that uses a tiled (UDIM) image previews one tile at a time. Hold AltShift and double-click the right half of the thumbnail for the next tile, the left half for the previous one.

04 — Values

Inspecting values

Where Values group on the strip · Side panel › Inspect Values

A grey thumbnail hides a lot: 1.0 and 3.0 both look white, and negative numbers look black. Every preview also keeps the real floating-point value of each pixel, on the plane, the sphere or your mesh. These tools read it.

Hover probe Strip icon, or hold D over any preview

Shows the exact value under the cursor, with a dot on the sampled point. With the icon on it reads live while you hover; D works on any preview while the key is held, and a click copies the value. Vectors are shown as a pair, for example (0.31; -0.10). On the sphere and the mesh the value comes from the surface point under the cursor.

Out-of-range ShiftS

Paints red where the value goes above 1 and blue where it drops below 0. The quickest check for masks, roughness, height and displacement data that should stay inside 0–1.

min

Min / Max ShiftM · panel button

Prints the lowest and highest value under the thumbnail. When a UV channel is isolated the labels say what they measure, for example max U.

Histogram

A strip under the preview showing how the values are distributed, with min, max, mean and the share of clipped pixels. A mask that never reaches 1.0 is obvious in a second.

Heatmap

Replaces grey with a false-colour ramp from the minimum to the maximum and adds a legend. Small differences that are invisible in grey become clear bands.

Contour

Turn it on, then click the thumbnail: the value under the cursor becomes the threshold and its contour line is drawn across the preview. Hold and move to scrub the threshold live. Handy for placing a Color Ramp stop or checking where a mask cuts.

Split vector ShiftV

Shows one channel of a vector or colour output as its own preview. The icon cycles X → Y → Z → off; with split on, AltShift double-click on the right or left half of the thumbnail steps to the next or previous channel. The value tools then read that one channel.

f(v)

Scalar mode Side panel › Inspect Values

How a vector becomes one number for Out-of-range, Heatmap, Contour, Histogram and Min/Max: Luma (brightness), Vector Length (magnitude, useful for displacement and normal vectors) or Normal Changes (how far it differs from the original direction). It appears when one of those tools is on and split is off.

Colour and shader outputs can't be reduced to one honest number, so only the hover probe is offered for them. Split a channel to unlock the other tools.

Some tools switch each other off because they draw over the same picture. Stretch, for example, keeps only the hover probe, since its own colour ramp is the whole picture.

05 — UV tools

UV tools

Where icons · Side panel › UV Tools (folded by default)

These tools judge the coordinate this node produces, after every Mapping, warp and bit of vector math, instead of the UV map stored on the mesh. Preview a Mapping node and you see what Mapping does to your texture coordinate. The rest of the material stays connected.

The top line of the section names what is being looked at, for example Rock · UVMap. If the mesh has more than one UV map, a dropdown lets you choose.

Coordinate Checker

Feeds the node's output into a grid texture instead of showing it as colour. Stretching, seams, rotation and mirrored islands become visible.

Color Grid (on by default) uses Blender's lettered colour tiles, so a rotated or mirrored patch is obvious. Switch it off for plain squares and set how many fit across 0–1 with Squares.

If the node reads the camera direction (Camera Data, Fresnel, Layer Weight, or Geometry › Incoming), the panel warns that the grid moves when you orbit. That movement is real, not a bug.

UV Space

Flattens the evaluated mesh into its UV layout and draws the live shader across it. The 0–1 square is always framed, and islands that leave it stay visible. Switching UV Space off returns to the object you were on before.

The flattened copy has different positions and normals, so nodes that read Geometry, Object Info, Tangent, Bump and similar inputs show something else here. The panel lists them when that happens.

Channels: Both · U · V

With the Checker on, the value tools read the coordinate itself. Both gives a vector probe and a two-ramp heatmap (U red, V green). Pick U or V to isolate one channel at full precision; Contour, Histogram and Min/Max come back. The switch only appears once a value tool is on.

Stretch Mesh or UV Space

Is the coordinate spread evenly over the surface? It is measured per unit of real surface, with the tilt of the surface towards the camera corrected, and shown as an overlay with a legend of real multiples. Two measures:

Density: how fast the coordinate changes. Blue where the pattern smears (sparse), red where it crowds, grey at ×1, which is this field's median.

×0.25×4

Anisotropy: shape rather than area. Grey where a square stays square, red where it is stretched one way. A grid of coordinate squares is drawn on top so you can see how they smear. A coordinate can pass the density check at ×1.03 and still be made of 30:1 slivers.

×1×8

The hover probe reads the measure directly, for example density ×2.0 or aniso ×3.4. On the Mesh, Stretch always uses the orthographic camera because perspective would distort the measurement. In UV Space the mesh's own UV distortion is folded in.

Check Density first to find where detail is wasted or starved, then Anisotropy to find where the pattern is smeared in one direction. Leaving Mesh or UV Space with the view icon switches Stretch off.

06 — Render

Render settings and baking

Where Side panel › Render · CtrlR pop-over

Every setting here is per node. Keep the defaults light and raise quality only on the node you are studying.

SettingWhat it does
EngineEEVEE or Cycles. Script (OSL) nodes always render with Cycles.
Resolution · AutoRender size from 64 to 1024 px. Auto picks it from the thumbnail size and the preview object, so a big thumbnail is never blurry. Choosing a value by hand turns Auto off for that node.
Samples1–32. Two is enough for most nodes; raise it for noisy Cycles previews.
LitSphere and Mesh only. Adds diffuse light and shadow so bump and normal detail read as relief.
Raw ColorsShows the values without the view transform, useful for data textures such as roughness or normal maps.
Re-renderRenders this preview again.
Bake to Image…Renders the node's output flat at 512, 1024, 2048 or 4096 px and saves it as an image inside the .blend, named <node>_bake by default.
Apply Settings to SelectedWith several nodes selected, copies the active node's object, camera, size, zoom, engine, resolution, samples, lighting and colour settings to all of them.

07 — Big trees

Working in big trees

A hundred thumbnails shouldn't feel like a hundred distractions. These tools keep the part you care about in sight.

Pin a preview

The pin icon anchors a thumbnail to the editor window. It stays on screen and keeps updating while you work at the other end of the tree. Drag it with the move icon, and use the fold icon to shrink its strip to fold, pin and move. Pinned previews and their icons are always drawn on top. Click the pin again to put it back on its node.

2×

Solo Double-click a thumbnail

Enlarges the preview in place and draws it over everything else. Double-click again to restore it.

fade

Fade and outline the active chain Preferences

Select a node and the previews that aren't connected to it fade out, while its chain stays at full strength. A coloured border marks previews inside the chain (green) and outside it (red). Both can be turned off or recoloured, and the fade strength is adjustable.

⇶

Arrange nodes Side panel › Tree · right-click menu

Lays the tree out in clean columns and leaves room for every thumbnail, so previews never overlap nodes. Arrange All handles the whole tree, Selected only the selected nodes. The right-click menu offers Arrange Nodes and Arrange Nodes + Reroutes.

With Add Reroutes, links that jump across columns run along a straight horizontal lane, and links leaving the same socket share one reroute. Reroutes you gave a label, and reroutes grouped in a frame of their own, are left alone. After running it, the redo panel (F9) adjusts the horizontal and vertical gaps. Arrange is a normal undo step.

eye

Show, hide, disable

The eye button on a node toggles its own preview. CtrlH toggles the previews of all selected nodes. CtrlE disables every preview and stops rendering altogether; press it again to bring them back. In Preferences, Previews Visible by Default decides whether new nodes start with a thumbnail.

08 — Textures

Textures and images

Painting and editing textures

Paint on a texture in the Image Editor or in Texture Paint mode and the previews that use it update about half a second after you finish a stroke, including nodes after it and group nodes that contain it. Unsaved paint is included. The same happens when you save, pack or reload an image, change its colour space, or edit the file in another program.

Large and packed textures

Thumbnails are a few hundred pixels wide, so there is no reason to load an 8K texture for them. Images larger than 2048 px, and images packed into the .blend, are passed to the preview as a copy of at most 2048 px in the add-on's temporary folder: JPEG normally, PNG when the image has transparency, EXR for float images. Your own images are never changed.

What matters for speed is the pixel size of an image, not its file size. A 5 MB 8K JPEG still unpacks to about 256 MB in memory.

09 — Limits

What isn't previewed

10 — Shortcuts

Keyboard and mouse

All shortcuts work in the Shader Editor. You can remap them in Preferences›Keymap.

KeysAction
Panels
ShiftPShader View pop-over with every setting for the active node
CtrlRRender settings pop-over
CtrlOOutput socket picker
Preview
CtrlShiftONext output socket
CtrlAltOPrevious output socket
ShiftVSplit vector on / off (selected nodes)
CtrlHShow / hide previews of the selected nodes
CtrlEDisable / enable all previews
Values
D holdProbe the value under the cursor on any preview; click to copy it
ShiftSOut-of-range on / off
ShiftMMin / Max on / off
Mouse on a thumbnail
ClickMake its node active (Shift+click adds to the selection)
Double-clickSolo: enlarge and draw on top, double-click again to restore
AltShift dragMove around a zoomed flat preview
AltShift double-clickNext (right half) or previous (left half) split channel or UDIM tile
Shift+click eyePreview menu for that node

11 — Preferences

Preferences

Where Edit›Preferences›Add-ons›Shader View

SettingDefaultWhat it does
Previews
Preview Size150 pxThumbnail size for nodes you haven't resized.
Preview Icon Scale1.0Extra scale for the icon strip and camera tools, on top of Blender's interface scale.
Previews Visible by DefaultOnNew or reset nodes start with their thumbnail shown.
Node Preview ButtonsOnDraws the eye button on each node header. It hides itself when covered by other nodes or previews.
Highlight OutputOn · pinkMarks the previewed output socket on the node, in the colour you choose.
Rendering
Render EngineEEVEEEngine for new previews.
Auto ResolutionOnPicks each preview's resolution from its size and object.
Render Resolution128Resolution used when Auto is off.
Focus
Fade Unrelated PreviewsOnFades previews outside the selected node's chain.
Fade Strength0.50 = no fade, 1 = fully transparent.
Outline the Active ChainOnBorder colour for previews in the chain and outside it.
Performance
Update Threshold0.1 sMinimum time between updates while you drag values. Raise it on heavy scenes.
Render Window10How many nodes are checked per batch.
Disable All Node PreviewsOffStops all preview rendering (same as CtrlE).
Advanced
Extra Add-ons in Preview ProcessemptyComma-separated module names of add-ons whose custom nodes you preview. List only the ones you need; each slows the preview process start.
Enable Debug OutputOffPrints detailed information to the system console.
Log Folderadd-on folderWhere log files are written. Attach them when you report a problem.

12 — Help

Troubleshooting

No previews appear

Press CtrlE: previews may be disabled for the whole file. If a single node is missing its thumbnail, click the eye on its header or press CtrlH with it selected.

Attribute and Color Attribute nodes and everything after them are skipped on purpose; the side panel says so when one is selected.

Blender feels slow on a heavy material

Lower the resolution or turn Auto off on big thumbnails, stay on EEVEE, raise Update Threshold in Preferences, and hide previews you don't need. Pinning the one preview you watch and hiding the rest works well on large trees.

The Checker moves when I orbit the camera

The node reads the view direction (Fresnel, Layer Weight, Camera Data or Geometry › Incoming), so the coordinate really does change with the camera. The panel shows a warning when this is the case.

UV Space looks different from the mesh

UV Space is the flattened layout, not your model. Nodes that read Geometry, Object Info, Tangent, Bump and similar inputs get different values there. Check those nodes on the Mesh preview instead.

A node from another add-on shows an error

Add that add-on's module name to Extra Add-ons in Preview Process in Preferences, then disable and re-enable Shader View to restart the preview process.

How do I report a bug?

Turn on Enable Debug Output, reproduce the problem, and send the log file from the Log Folder together with a short description to @ShaderError. A small .blend that shows the issue helps a lot.