@@ -35,8 +35,9 @@ in the dropdown, then give it a name.
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.. image :: img/visual_shader_create2.webp
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Click on the visual shader you just created to open the Shader Editor.
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- The layout of the Shader Editor comprises two parts:
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- the upper toolbar and the graph itself.
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+ The layout of the Shader Editor comprises four parts, a file list on
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+ the right, the upper toolbar, the graph itself, and a material preview
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+ on the right that can be toggled off
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.. image :: img/visual_shader_editor2.webp
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@@ -54,7 +55,8 @@ From left to right in the toolbar:
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nodes you have selected as efficiently and cleanly as possible.
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- The Manage Varyings button opens a dropdown that lets you add or remove a
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varying.
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- - The last icon shows the generated shader code corresponding to your graph.
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+ - The show generated code button shows shader code corresponding to your graph.
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+ - The last icon toggles the material preview on or off.
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.. note ::
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@@ -228,3 +230,18 @@ The ``Switch`` node returns a vector if the boolean condition is ``true`` or
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to a true boolean, all components of the vector should be non-zero.
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.. image :: img/vs_switch.webp
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+
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+ Mesh Emitter
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+ ~~~~~~~~~~~~
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+
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+ The ``Mesh Emitter `` node is used for emitting particles from mesh vertices. This is
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+ only available for shaders that are in ``Particles `` mode.
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+
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+ Keep in mind that not all 3D objects are mesh files. a glTF file can't be dragged
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+ and dropped into the graph. However, you can create an inherited scene from it,
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+ save the mesh in that scene as it's own file, and use that.
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+
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+ .. image :: img/vs_meshemitter.webp
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+
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+ You can also drag and drop obj files into the graph editor to add the node
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+ for that specific mesh, other mesh files will not work for this.
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