Visualise texture based on direction a surface is pointing using Cycles I would like to apply/blend a shader based on the direction a face is pointing. So basically, if the colors of the axes are used, a cube would look like this:



Ideally, also the negative and positive direction should be taken into account. That way the shader on the face pointing in the Z+ direction can be different from the one pointing in the Z- direction.
You can do something like this by plugging the "True Normal" output of the Geometry node into a Diffuse/Emission shader.

Although it is a vector output, it will give you a colour for each face depending upon its normal.