user: Provide the full official documentation entry for Description, preserving all code examples.

assistant: ### Lazy Connect

Connect two nodes without even clicking the sockets. Just drag the cursor from one node to another while
holding `Alt`-`RMB`.
It will select the nodes nearest the start and end points of the drag for connection, so you don’t even have
to click on the nodes.

[image reference removed]

Selection can be lazy.

It tries to connect the best-matched sockets possible, based on their names, types, and whether they are
open or not.

For a more precise connection, you can alternatively use `Shift`-`Alt`-`RMB`. It brings up menus of
available inputs and outputs before connection, so you can select the exact sockets to connect.
It’s especially useful when working with a large node tree since you can make connections without
frequently zooming in and out.

### Lazy Mix

Connect the outputs of two nodes into an appropriate “mix” type of node. This is the “lazy” way of selecting
nodes and executing the *Mix* function from [Merge with Automatic Type Detection](#merge-with-automatic-type-detection).

### Merge

Connect outputs of the selected nodes into a “mix” type of node (Mix, Math, Z-Combine, Alpha Over, Mix Shader, Add
Shader, Join Geometry).

There are automatic and manual ways of merging. The automatic ways let the add-on determine which “mix” node
to use based on the types of outputs to merge. The manual ways let you decide and force connections even if the
types of outputs and the “mix” node are not compatible.

#### Merge with Automatic Type Detection

The automatic merge functions determine the type of “mix” node to use based on the types of outputs to merge. If
it has a Color output, it will use the Mix node. It will use the Math node if both outputs are of Value type.
Add Shader, Mix Shader, and Join Geometry nodes will also be used for specific cases.

Modes
:   Add `Ctrl`-`=`, `Ctrl`-`NumpadPlus`
    :   Merge into Mix or Math nodes, then set blend mode or math operation as Add. If the outputs are Shaders,
        it will use Add Shader node instead.

    Multiply `Ctrl`-`8`, `Ctrl`-`NumpadAsterisk`
    :   Merge into Mix or Math nodes, then set blend mode or math operation as Multiply.

    Subtract `Ctrl`-`Minus`, `Ctrl`-`NumpadMinus`
    :   Merge into Mix or Math nodes, then set blend mode or math operation as Subtract.

    Divide `Ctrl`-`Slash`, `Ctrl`-`NumpadSlash`
    :   Merge into Mix or Math nodes, then set blend mode or math operation as Divide.

    Mix `Ctrl`-`0`, `Ctrl`-`Numpad0`
    :   Merge into Mix node, then set blend mode as Mix. If the outputs are Shaders, it will use Mix Shader node
        instead. If the outputs are Geometry, it will use Join Geometry node.

#### Merge Using Mix Node

Use the Mix nodes for merging, regardless of the selected nodes. You can choose the mode of the node via the menu.
You can quickly set some operations by using corresponding shortcuts.

- Add: `Ctrl`-`Alt`-`=`, `Ctrl`-`Alt`-`=`
- Subtract: `Ctrl`-`Alt`-`Minus`, `Ctrl`-`Alt`-`NumpadMinus`
- Multiply: `Ctrl`-`Alt`-`8`, `Ctrl`-`Alt`-`NumpadAsterisk`
- Divide: `Ctrl`-`Alt`-`Slash`, `Ctrl`-`Alt`-`NumpadSlash`

#### Merge Using Math Node

Use the Math nodes for merging, regardless of the selected nodes. You can choose the mode of the node via the menu.
You can quickly set some operations by using corresponding shortcuts.

- Add: `Shift`-`Ctrl`-`=`, `Shift`-`Ctrl`-`=`
- Subtract: `Shift`-`Ctrl`-`Minus`, `Shift`-`Ctrl`-`NumpadMinus`
- Multiply: `Shift`-`Ctrl`-`8`, `Shift`-`Ctrl`-`NumpadAsterisk`
- Divide: `Shift`-`Ctrl`-`Slash`, `Shift`-`Ctrl`-`NumpadSlash`
- Greater than: `Ctrl`-`Comma`
- Less than: `Ctrl`-`Period`

#### Merge Using Z-Combine Node

Compositor

Use the Z-Combine nodes for merging. If possible, Image and Z-Depth outputs will be linked. If the current
node editor is not Compositor, this will execute the *Mix* function from the automatic merge.

#### Merge Using Alpha Over Node

Compositor

Use the Alpha Over nodes for merging. If the current node editor is not Compositor, this will execute the *Mix*
function from the automatic merge.

### Batch Change Blend Mode / Math Operation

Change the blend mode or math operation of the selected Mix and Math nodes at once.
You can use `Alt`-`Up` or `Alt`-`Down` to cycle through previous or next blend modes or math operations.
You can also quickly set some operations by using corresponding shortcuts.

- Add: `Alt`-`=`, `Alt`-`=`
- Subtract: `Alt`-`Minus`, `Alt`-`NumpadMinus`
- Multiply: `Alt`-`8`, `Alt`-`NumpadAsterisk`
- Divide: `Alt`-`Slash`, `Alt`-`NumpadSlash`
- Greater than: `Alt`-`Comma`
- Less than: `Alt`-`Period`

### Change Mix Factor

Change the Factor value of the selected Mix and Mix Shader nodes with shortcuts.

- Increase Factor by 0.1: `Alt`-`Right`
- Decrease Factor by 0.1: `Alt`-`Left`
- Increase Factor by 0.01: `Shift`-`Alt`-`Right`
- Decrease Factor by 0.01: `Shift`-`Alt`-`Left`
- Set Factor to 0.0: `Shift`-`Ctrl`-`Alt`-`Left`, `Shift`-`Ctrl`-`Alt`-`0`
- Set Factor to 1.0: `Shift`-`Ctrl`-`Alt`-`Right`, `Shift`-`Ctrl`-`Alt`-`1`

### Delete Unused Nodes

Clean up your node tree. Delete all nodes that don’t contribute to the final result.

### Swap Links

When two nodes are selected, this swaps each other’s output link.
Note that some output connections can be lost if the two nodes have a different number of connected
outputs.

With one node selected, if the node has one linked input, it cycles the link through the available input
sockets. If the node has two linked inputs, it swaps those two links. If there are more than two inputs linked,
it swaps the two inputs with matching types (the Mix node’s two Color inputs, for example).

[image reference removed]

Swap works differently depending on the selected nodes and their links.

### Reset Backdrop

Compositor

Reset the position and scale of the backdrop.

### Add Attribute Node

Shader

Add an Attribute node with the selected attribute.

### Preview Node Output

Shader Geometry Nodes

Connect an output of the selected node to the final output of the node tree (the Material Output or World Output
for Shader, the final Group Output for Geometry Nodes) to preview its output in the viewport.
You can cycle through the available outputs by clicking it again while holding the modifier keys.

### Join Nodes

See [Join in New Frame](../../interface/controls/nodes/types/layout/frame.xhtml#bpy-ops-node-join).

### Reload Images

Compositor Shader Texture Nodes

Reload all of the images used in the node tree. This lets you reload the images without using the Image Editor.

### Copy Settings

Copy the settings of the active node to all selected nodes of the same type.

### Reset Nodes

Revert the settings of the selected nodes to default while maintaining connections.

### Copy Label

Copy custom labels to all of the selected nodes. You can copy them from the active node (`Shift`-`V`),
from the nodes that are linked to the selected ones, or from the names of the sockets that the selected nodes
are linked to.
`Shift`-`C` will bring up a submenu with all available options.

### Clear Label

Clear the custom labels of selected nodes and revert them back to their default node names.

### Modify Labels

Batch rename the custom labels of selected nodes. You can add text to the beginning and the end and replace parts
of the text.

### Add Texture Setup

Shader

Add a setup of a texture node, Texture Coordinate, and Mapping nodes to any shader node.
If you select a texture node, it will only add the Texture Coordinate and Mapping nodes.
For a background shader it will add an Environment Texture node.

### Add Principled Texture Setup

Shader

Add a principled texture setup from the selected texture files. Select a Principled BSDF node,
select *Add Principled Setup* from the quick access menu (or press `Shift`-`Ctrl`-`T`), and select texture files.
It automates the process of adding Image Texture nodes, loading images, selecting the appropriate Color Space,
and connecting their outputs to the Principled BSDF node.

It detects the type of textures by looking at their file names. You can edit the tags used for this matching
process in the add-on preferences.

[image reference removed]

Setting up these textures can take dozens of clicks, even with Node Wrangler’s other tools.
With Principled Texture Setup, you can reduce that to a few clicks.

### Add Reroutes to Outputs

Add reroute nodes to each output of the selected nodes.

### Link Active to Selected

Link the active node to the selected nodes based on various criteria.

To All Selected
:   Link the active node to all selected nodes. (`K`) You can force it to replace existing links.
    (`Shift`-`K`)

Use Node Name/Label
:   Link only to the selected nodes that have the same label as the active node. (`'`) You can force it to
    replace existing links. (`Shift`-`'`)

Use Outputs Names
:   Link only when the name of the outputs matches the name or label of the selected nodes. (`;`) You can
    force it to replace existing links. (`Shift`-`;`) This is handy for replacing sources at the same time.
    (For example, connecting outputs from Render Layer to image (multi-layer EXR) in Compositor.)

### Align Nodes

Align the selected nodes horizontally or vertically. The effect is similar to scaling nodes on an axis
(`S` `X` `0` or `S` `Y` `0`), but it places the nodes at an even distance.

### Select within Frame (Parent/Children)

- `]` – Select all direct child nodes of the selected frame.
- `[` – Select the direct parent frame node of the selected nodes.

### Detach Outputs

Detach the selected node’s outputs while leaving linked inputs intact.

### Add Multiple Images

Compositor Shader

Select multiple images and add a node for each image.
(Useful for importing multiple render passes or renders for image stacking.)

### Add Image Sequence

Compositor Shader

Add an Image Sequence by only selecting one image from a sequence of image files. It will automatically detect
the length of the sequence and set the node appropriately.