UV/Color grid as procedural textures
Instead of having to create UV grids, and Color grids in the image editor, why not make them accessible within the shader nodes alongside Checker, brick, voronoi, etc? Would be more consistent and quicker. You'd set the resolution of that texture (1024, for example) on the node itself.
The downside, you might think, is that the texture won't be visible in the UV editor. But the UV editor can display the image that is of the selected node in the shader editor.
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