Simplifies the workflow for assigning shaders and provides quick access to tools commonly used when working with shaders.
After selecting the Apply Shaders tool, two two radial menus display when you MMB-click or RMB-click in the viewport.
MMB-clicking displays four different options for assigning shaders:
RMB-clicking displays options for performing different shading functions:
Apply Shader Options
Displays the Shader Lister in the viewport.
Assign shaders to hidden objects if they are part of the object selection.
Displays the view in Full Screen mode.
Hides the menu bar in Full Screen mode.
Hides the title bar in Full Screen mode.
Apply Shader workflows
Choose Visualization > Apply Shaders.
If Hardware Shade is not already enabled, the view changes switches to hardware shade display (using the settings defined by the Hardware Display settings)
The tool also enters the last active MMB tool, by default, Assign By Component.
You can assign shaders using this tool, or you can switch to a RMB tool.
When you first press the MMB after entering the tool, a help prompt appears under the control, instructing you to choose an assignment mode. When you first press the RMB after entering the tool, a help prompt appears under the control, instructing you to choose a tool state.
Hold the RMB and drag to select the Open Shader Editor tool.
With the LMB, click the geometry that has the projected texture that you want to edit assigned to it.
The Shader Editor displays, where you can edit the shader properties.
Hold the RMB and drag to select the Duplicate Shader tool.
With the LMB, click the geometry that has the shader you want to duplicate assigned to it.
The shader assigned to the geometry is duplicated and then assigned to the geometry
Hold the RMB and drag to select the Create Layered Shader tool.
With the LMB, click the geometry with the shader assigned to it that you want add to a new layer.
A layered shader is created and the shader assigned to the picked geometry is added to the new layered shader. The layered shader is then assigned to the clicked geometry.