// This is not real code, but it shows the idea
// We create a folder for our materials
Folder: Materials/Crystals
// We create a function that handles the glow logic
Function: Func_GlowEffect
Inputs:
Texture: The picture on the crystal
Intensity: How bright it glows (0 to 1)
Logic:
Multiply(Texture, Intensity) -> Emissive Color
// Later, in a different material, we just use the function
Material: Rock_Mat
Use: Func_GlowEffect(Texture=RockTexture, Intensity=0.5)
Verse Library
verse
01 Fragment
Explains how to organize material folders, create reusable glow functions, and apply them to meshes.
verse-library/organizing-a-material-graph/01-fragment.verse