setup() {

		const { textureXNode, textureYNode, textureZNode, scaleNode, positionNode, normalNode } = this;

		// Ref: https://github.com/keijiro/StandardTriplanar

		// Blending factor of triplanar mapping
		let bf = normalNode.abs().normalize();
		bf = bf.div( bf.dot( vec3( 1.0 ) ) );

		// Triplanar mapping
		const tx = positionNode.yz.mul( scaleNode );
		const ty = positionNode.zx.mul( scaleNode );
		const tz = positionNode.xy.mul( scaleNode );

		// Base color
		const textureX = textureXNode.value;
		const textureY = textureYNode !== null ? textureYNode.value : textureX;
		const textureZ = textureZNode !== null ? textureZNode.value : textureX;

		const cx = texture( textureX, tx ).mul( bf.x );
		const cy = texture( textureY, ty ).mul( bf.y );
		const cz = texture( textureZ, tz ).mul( bf.z );

		return add( cx, cy, cz );

	}
Normals in local space.

@type {Node<vec3>}
@default normalLocal