This shader allows you to visualize a mesh's UV mapping within the Unity Editor. It displays UV coordinated as RGB colors on the mesh. The UV coordinates map to the R and G color channels respectively. UV coordinates can be anything between 0 and 1. Since the coordinates only map to the R and G channels, the B channel is always 0 and A is 1. That being said, you're mostly only gonna see colors created by mixing R and G channels. So...
- (0,0) = Black
- (1,0) = Red
- (0,1) = Green
- (1,1) = Yellow
...and ofcourse, if you toggle the ShowTexture option ON, the color of the texture will be blended with the UV Visualization colors.
- Import this shader into your project. Create a material and select the UV Visualizer shader in the shader menu.
- Shader Properties:

- Main Texture - The texture that you want to apply to the mesh. If left blank, a white texture is used.
- Show Texture - Whether to show the texture on the mesh or not.
- Texture Blend Mode - The method to use to blend the UV VIsualization colors and Main Texture. Blend modes available: Multiply, Add, Subtract, Divide, LerpMin and LerpMax. If Show Texture is false, Texture Blend Mode is ignored.
In each example you'll see two meshes, left using the UV Visualizer shader, right using the Standard shader.
- Cylinder (ShowTexture:False)

- Cube (ShowTexture:False)

- Cube (ShowTexture:True, BlendMode:Multiply)

- Cube (ShowTexture:True, BlendMode:Add)

- Mixamo Model (ShowTexture:False)

- Shield (ShowTexture:True, BlendMode:Add)

- Skull (ShowTexture:True, BlendMode:Multiply)
