When right clicking on an image node within a material Vop, you can assign it to an openGL Channel of that Vop (Material).
This makes it so that you can see your texture (with uv projection only) in the viewport versus the typically grey-shaded representation.
<aside> 💡 A recommendation is to only use the Color channel. While you can display the other channels, the more channels you display, the slower the viewport will become. On a few objects, no problem, but many objects and you will see severe performance hits.
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