Attention: Here be dragons
This is the
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
A visual shader node that makes particles emitted in a shape defined by a Mesh.
The Mesh that defines emission shape.
int surface_index =
Index of the surface that emits particles. use_all_surfaces must be
false for this to take effect.
bool use_all_surfaces =
true, the particles will emit from all surfaces of the mesh.