diff --git a/tutorials/shaders/img/visual_shader_editor2.webp b/tutorials/shaders/img/visual_shader_editor2.webp index 607a77281..0ed3c2f56 100644 Binary files a/tutorials/shaders/img/visual_shader_editor2.webp and b/tutorials/shaders/img/visual_shader_editor2.webp differ diff --git a/tutorials/shaders/img/vs_meshemitter.webp b/tutorials/shaders/img/vs_meshemitter.webp new file mode 100644 index 000000000..c06e2b3b1 Binary files /dev/null and b/tutorials/shaders/img/vs_meshemitter.webp differ diff --git a/tutorials/shaders/visual_shaders.rst b/tutorials/shaders/visual_shaders.rst index 2aaf54225..e07cad012 100644 --- a/tutorials/shaders/visual_shaders.rst +++ b/tutorials/shaders/visual_shaders.rst @@ -35,8 +35,9 @@ in the dropdown, then give it a name. .. image:: img/visual_shader_create2.webp Click on the visual shader you just created to open the Shader Editor. -The layout of the Shader Editor comprises two parts: -the upper toolbar and the graph itself. +The layout of the Shader Editor comprises four parts, a file list on +the right, the upper toolbar, the graph itself, and a material preview +on the right that can be toggled off .. image:: img/visual_shader_editor2.webp @@ -54,7 +55,8 @@ From left to right in the toolbar: nodes you have selected as efficiently and cleanly as possible. - The Manage Varyings button opens a dropdown that lets you add or remove a varying. -- The last icon shows the generated shader code corresponding to your graph. +- The show generated code button shows shader code corresponding to your graph. +- The last icon toggles the material preview on or off. .. note:: @@ -228,3 +230,18 @@ The ``Switch`` node returns a vector if the boolean condition is ``true`` or to a true boolean, all components of the vector should be non-zero. .. image:: img/vs_switch.webp + +Mesh Emitter +~~~~~~~~~~~~ + +The ``Mesh Emitter`` node is used for emitting particles from mesh vertices. This is +only available for shaders that are in ``Particles`` mode. + +Keep in mind that not all 3D objects are mesh files. a glTF file can't be dragged +and dropped into the graph. However, you can create an inherited scene from it, +save the mesh in that scene as it's own file, and use that. + +.. image:: img/vs_meshemitter.webp + +You can also drag and drop obj files into the graph editor to add the node +for that specific mesh, other mesh files will not work for this. \ No newline at end of file