| Passthrough | The shader puts the calculated u and v derivatives into state->derivs[0] and state->derivs[1], and then calls whatever shader is plugged into the passthrough port. This means that all shaders that are to the left of the Deriver get the modified u and v derivates. |
| Mode | Allows you to either disable the shader (the passthrough will still be executed, but the derivatives will not be touched), or to choose a north pole or north direction input. North Direction means that the input vector points towards the north pole, for all rendered pixels. North Pole means that the input vector is a location, and the shader will compute the north direction for each pixel on the fly. You can for example link the north pole to the location of a null to get the possibility to interactively place the north pole. |
| North Direction and North Pole | Two input vectors, the appropriate vector will be used depending on the Mode selected. |
| Rotation | Allows you to rotate the u and v direction vectors around the surface normal. This works like the rotation color in the Anisotropic shader, but is just a simple scalar. All multiples of one are full 360° rotations, 0.5 is 180 degree, etc... |