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VERSION 2.0

Shader Material debugging, without leaving the node editor.

See every node.
Understand every value.

Tired of endlessly re-plugging nodes into the material output just to check their effect? ShaderView shows real-time output previews directly above each node, including histograms, heatmaps, reveal the actual values flowing through your material.
Faster, more efficient, more intuitive.

BLENDER 4.x–5.xEEVEECYCLES

Version 2.0 is a complete rewrite. It follows Blender’s real dependency graph, handles repeat zones and nested ones and suppots per-instance groups nodes, renders everything in a separate background process so the editor stays responsive.

01 — Live Node Previews

Every node gets a live preview.

Open a Shader Editor and it is already there: every node has a live thumbnail that updates as you edit your material. Changes anything inside graph — nodes, reroutes, groups, or copy of a group — and all connected nodes will update automatically.

Background render process Smart update tracking Per-node size & settings EEVEE / Cycles Raw or view transform Lit or data preview Non-destructive

Per-node overrides for resolution (64–1024 px), samples, engine and preview size — keep defaults light, crank up only the node you're inspecting. One click bakes any node's output to an image. And it's non-destructive: no permanent changes to your .blend — others can open the file without the add-on.

02 — Preview Modes

Plane, sphere or your actual mesh.

Switch between preview mode. Because a different texture on a different surface can give very different result.

Mode 1

Plane

Pure UV / procedural space — the texture exactly as it is baked. Zoom & pan into details.

New in 2.0 Set a tiling as a real 2×2 / 3×3 repetition to help your build a seamsless texture.

Mode 2

Sphere

A lit shpere, bump and normal work — anything that depends on light or view direction. Orthographic or perspective camera per node.

Mode 3

Real geometryNew in 2.0

The real mesh of your object — modifiers applied, scale and rotation respected. See the material on your actual model.

Orbit · Pan · Zoom

each node will have a virtual camera, drag it right on the thumbnail.

03 — Scalar Inspection

Stop guessing. Measure it.

Visual previews are only half the story. ShaderView also gives you precise numerical insight into shader calculations. No more guesswork with clamped values or data ranges that are invisible as colours, every preview store the real float value of your shader node — on the plane, the sphere, or your own mesh.

Hover probeNew in 2.0

The exact value under your cursor, live.

Out-of-range

Quickly spot values outside the 0–1 range. The preview highlights where values go above 1 or below 0, making it easy to catch problematic outputs in masks, height, bump and displacement data.

HistogramNew in 2.0

Distribution strip with min, max, mean and the percentage of clipped pixels — spot a mask that never reaches 1.0 in a second, crucial for height, bump and displacement maps.

HeatmapNew in 2.0

False-colour view (min → max with a legend) that makes subtle ranges visible where a grey preview shows nothing.

Threshold contourNew in 2.0

Click the preview — the value under the cursor becomes the threshold and its contour line is drawn. Hold and move to scrub the threshold live.

Vector split

Preview X / Y / Z of a vector separately; reduce vectors and colours to a number by Luma (luminance), Vector Length (great for displacement / normal debugging) or Normal Dot (shading analysis).

Why this matters: for procedural textures, displacement maps and mathematical shaders, understanding the real values behind the visuals is essential. Debug precisely by detecting clamping or missing detail, improve accuracy by knowing the exact value distribution, and fix problematic areas in seconds instead of "tweaking until it looks right".
04 — UV Tools

Inspect your UVs.

See the exact coordinates your shader is using, after Mapping, warping and other transformations — directly on the node, with your material still fully connected.

Coordinate CheckerNew in 2.0

A grid driven by this node's output as a coordinate — after every Mapping, warp and piece of vector math.

Color Grid or plain squares. Rotation and mirroring stay visible; a symmetric checker hides both.

UV SpaceNew in 2.0

The evaluated mesh flattened into its UV layout, with the live shader drawn across it.

The 0–1 square is always framed, and islands that escaped it stay visible.

StretchNew in 2.0

Is the coordinate even across the surface? Measured per unit of real surface — not the UV map underneath it.

Density. Blue where the pattern smears, red where it crowds, with the real multiples on the legend.

Anisotropy. Shape, not area: a coordinate passing density at ×1.03 can still be 30:1 slivers.

Why this matters: UV problems are the ones that survive all the way to the render stage. A stretched island, a mirrored one stacked on top of another — none of them look wrong in the shader editor, and all of them look wrong in the final result. ShaderView 2.0 puts the answer on the node you're already looking at.
05 — Stay Focused

Big trees. Less visual noise.

A hundred thumbnails shouldn't feel like a hundred distractions. ShaderView keeps the tree readable — and the parts you care about in sight.

Pin previewsNew in 2.0

Pin any thumbnail to the viewport — it stays on screen (and keeps updating!) while you work at the other end of the tree.

Solo & fadeNew in 2.0

Select a node and unrelated previews fade out — only its chain stays at full opacity.

Arrange nodesNew in 2.0

One click lays the tree out in clean columns — and it's the only auto-layout that accounts for each node's preview footprint, so thumbnails never overlap. Turn on Add Reroutes and long links run along a clean horizontal lane, with everything leaving the same socket sharing one reroute — the bus you'd have built by hand. Reroutes you labelled, and rails you grouped into their own frame, are left exactly as they are.

1.x → 2.0

Everything you know.
A lot more underneath.

Version 2.0 keeps the workflow you already know, but adds a whole new toolkit for inspecting and debugging your shaders.

Feature
Version 1.x
Version 2.0
Previews
Live preview on every nodebackground render process, auto-sync
✓
✓
Preview object
Plane · Sphere
+ your real mesh
Preview cameraorbit / pan / dolly on the thumbnail
—
✓
Per-node size, zoom, resolution, samples, engine
✓
direct fields
Smart preview maskingz-order aware, never covers nodes
✓
✓
Pin & solo previewskeep a thumbnail on screen anywhere in the tree
—
✓
Fade unrelated previewsonly the selected node's chain stays lit
—
✓
Reading the values
Value grid & min / maxreal floats, above 1.0 and below 0
✓
✓
Scalar modesLuma · Vector Length · Normal Dot
✓
✓
Vector split (X / Y / Z)
✓
✓
Hover probeexact value under the cursor, live
—
✓
Histogrammin / max / mean / clipped %
—
✓
Heatmapfalse colour with legend
—
✓
Threshold contourclick the preview to pick the value
—
✓
Values on sphere & meshvalue pass renders on the preview object
—
✓
UV & coordinates
Coordinate Checkernode's output used as a coordinate
—
✓
Color Grid patternrotation and mirroring become visible
—
✓
UV-space previewlive shader on the flattened layout, 0–1 framed
—
✓
Coordinate densityper unit of real surface, foreshortening corrected
—
✓
Anisotropyshape distortion, not just area
—
✓
Node trees
Node groups
basic
per instance
Repeat zonesincluding nested zones
—
✓
New Blender node typesrebuilt on the real dependency graph
—
✓
UDIM tiles
✓
✓
Tiling check2×2 / 3×3 repetition to spot seams
—
✓
Arrange nodeslayout that accounts for every thumbnail
—
✓
Bake output to image512 – 4096 px, into your .blend
—
✓
Workflow & performance
Side panel & pop-overs
menus
redesigned UI
Heavy trees (1000+ nodes)
✓
✓
Non-destructive .blendopens fine without the add-on
✓
✓
Already own 1.x? You can upgrade to 2.0 by paying only the difference. Your existing licence stays in your Superhive account, and version 1.x remains downloadable and fully usable — nothing is removed and nothing expires. And if you prefer to buy the older version, ShaderView 1.x will stay on Gumroad permanently with 50% off.
FAQ

Questions, answered.

What Blender versions are supported?

Shader View is tested on Blender 3.0 through 5.x on macOS, Windows, and Linux.

Does it modify my node tree?

No. Shader View is completely non-destructive. It evaluates your node tree and draws previews on top of nodes, but it never inserts, deletes, or edits any nodes, links, or scene data.

Will it slow down Blender?

Previews are rendered in a separate background process, and the add-on uses a smart caching system to avoid unnecessary re-rendering. You can lower resolution, reduce update rate, or hide previews entirely when working on heavy scenes — so you stay fully in control of performance.

Built by a human, for humans.

ShaderView is made by real person by real coding for people who still wanna spend their days making things in Blender by own hands. But this HTML page, however, done with some help from AI.

@ShaderError

Done with shaders?

Meet Light Painter — a brand-new way to light your scenes in Blender. Paint light directly on your viewport in real time, with layers, blend modes, and full non-destructive control. Stop fighting lights — shape exactly what gets lit and how, like you paint in Photoshop.

Check out Light Painter →