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UV Attr

What's it for ?

Outputs a UV coordinate read from a mesh attribute (not a UV Map), with a built-in UV transform (offset / scale / rotation). It is the node created by the Decal Project tool, but you can also use it on its own to drive any Image Texture or mapping from a stored UV attribute.

Tip

The UV is read from a generic FLOAT2 attribute on the vertex (POINT) domain, so it does not count against Blender's limit of 8 UV Maps. You can therefore store as many decal / UV attributes as you need.

Parameters

  • UV Attribute — pick the source attribute. The dropdown is filtered to FLOAT2 / vertex attributes only (the valid UV attributes).
  • Convert UV Map… — see below.
  • UV Transform
  • U / V Offset
  • U / V Scale
  • UV Rotate

Output: UV (vector) — plug it into the vector input of an Image Texture node.

Convert UV Map → Attribute

The Convert UV Map… button turns an existing UV Map of the object into a FLOAT2 attribute on the vertex (POINT) domain — the kind of attribute this node reads. This is the way to free a UV Map from Blender's 8-UV-Maps quota while keeping it usable in the shader.

It opens a dialog with:

  • UV Map — the source UV Map to copy.
  • Attribute — the name of the created attribute (defaults to the UV Map's name).
  • Remove UV Map — if enabled, deletes the source UV Map after the copy, freeing a UV slot.

Once converted, select the resulting attribute in the node's UV Attribute field.

Note

The UVs are stored per vertex (not per face-corner — a face-corner FLOAT2 would still count as a UV Map). This is exact for a seamless projection, where each vertex has a single UV. On a mesh with UV seams, a vertex shared by several islands keeps only one of its UVs.

Setup Example

An UV Attr node feeding the UV input of an Image Texture node — created automatically by the Decal Project tool, and editable afterwards through the transform parameters.