Interactive shader networks use "swizzling" to allow individual components of XYZ to take on the value of any of the RGB components.
By default, RGB values correspond to XYZ values: X matches R, Y matches G, and Z matches B. However, you can specify a float3 "swizzle" string of xxx or rrr—that is, the red channel is used for all of the three float values of the float3. You can also specify rgg or xyy, where the red channel is used for the first float value and the green is used for the second and third values.
You can create different shader effects by customizing the different channel inputs to the Standard Base node, such as Base Color or Opacity.
Setting component swizzle values:
If the Component Swizzle field is empty, the default values are used (that is, rgb for xyz).
Left: Default values: rgb = xyz
Right: Component Swizzle = rrr
Example: Connect the the vertex color green channel to Ambient Occlusion:
Your color map will provide the base color for your model.
The float3 output is converted to float automatically and the r channel is used by default.
Ambient occlusion values now appear on those portions of the model with green vertices.
Graph for Vertex Color control of Ambient Occlusion