Defines a tangent field typically used to control anisotropic direction. InputRotation takes a single grayscale channel where black = 0 degrees and white = 360 degrees. InputVector takes a 2 channels map where the red channels is x and green is y. The blue channel is ignored. The vector method often gives better results by minimizing texture filtering artifacts. If such artifacts are too visible, use the 'nearest' texture filter. The 'nearest' filter disables entirely mip-mapping, so you should only us it with a low resolutiion map to avoid slowing down the renderer and consuming too much texture memory. @parameters
inputRotation: A single float value to rotate the shading tangent. This input will take precedence over inputVector
inputVector: The red and green channels will be read as x and y coordinates of a 2d vector. If inputRotation is connected, this input will be ignored.
rotationOffset: A global rotation offset.
rotationRange: Scales the rotation range. 1.0 equates 0 to 360 degrees.
centeredVectors: Centers the gradient values of the vector map.