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Custom post-processing
Introduzione
Godot provides many post-processing effects out of the box, including Bloom, DOF, and SSAO, which are described in Environment and post-processing. However, advanced use cases may require custom effects. This article explains how to write your own custom effects.
The easiest way to implement a custom post-processing shader is to use Godot's built-in ability to read from the screen texture. If you're not familiar with this, you should read the Screen Reading Shaders Tutorial first.
Single pass post-processing
Post-processing effects are shaders applied to a frame after Godot has rendered
it. To apply a shader to a frame, create a CanvasLayer, and give it a ColorRect. Assign a
new ShaderMaterial to the newly created
ColorRect, and set the ColorRect's anchor preset to Full Rect:
Setting the anchor preset to Full Rect on the ColorRect node
Your scene tree will look something like this:
Nota
Another more efficient method is to use a BackBufferCopy to copy a region of the screen to a buffer and to
access it in a shader script through a sampler2D using
hint_screen_texture.
Nota
As of the time of writing, Godot does not support rendering to multiple buffers at the same time. Your post-processing shader will not have access to other render passes and buffers not exposed by Godot (such as depth or normal/roughness). You only have access to the rendered frame and buffers exposed by Godot as samplers.
For this demo, we will use this Sprite of a sheep.
Assign a new Shader to the ColorRect's
ShaderMaterial. You can access the frame's texture and UV with a
sampler2D using hint_screen_texture and the built-in SCREEN_UV
uniforms.
Copy the following code to your shader. The code below is a hex pixelization shader by arlez80,
shader_type canvas_item;
uniform vec2 size = vec2(32.0, 28.0);
// If you intend to read from mipmaps with `textureLod()` LOD values greater than `0.0`,
// use `filter_nearest_mipmap` instead. This shader doesn't require it.
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
void fragment() {
vec2 norm_size = size * SCREEN_PIXEL_SIZE;
bool less_than_half = mod(SCREEN_UV.y / 2.0, norm_size.y) / norm_size.y < 0.5;
vec2 uv = SCREEN_UV + vec2(norm_size.x * 0.5 * float(less_than_half), 0.0);
vec2 center_uv = floor(uv / norm_size) * norm_size;
vec2 norm_uv = mod(uv, norm_size) / norm_size;
center_uv += mix(vec2(0.0, 0.0),
mix(mix(vec2(norm_size.x, -norm_size.y),
vec2(0.0, -norm_size.y),
float(norm_uv.x < 0.5)),
mix(vec2(0.0, -norm_size.y),
vec2(-norm_size.x, -norm_size.y),
float(norm_uv.x < 0.5)),
float(less_than_half)),
float(norm_uv.y < 0.3333333) * float(norm_uv.y / 0.3333333 < (abs(norm_uv.x - 0.5) * 2.0)));
COLOR = textureLod(screen_texture, center_uv, 0.0);
}
La pecora avrà un aspetto simile a questo:
Multi-pass post-processing
Alcuni effetti di post-elaborazione, come le sfocature, richiedono molte risorse. È possibile velocizzarli notevolmente suddividendoli in più passaggi. In un materiale multi-passaggio, ogni passaggio prende come input il risultato del passaggio precedente e lo elabora.
To produce a multi-pass post-processing shader, you stack CanvasLayer and
ColorRect nodes. In the example above, you use a CanvasLayer object to
render a shader using the frame on the layer below. Apart from the node
structure, the steps are the same as with the single-pass post-processing
shader.
Your scene tree will look something like this:
Ad esempio, potresti scrivere un effetto di sfocatura gaussiana a schermo intero attaccando i seguenti pezzi di codice a ciascuno dei nodi ColorRect. L'ordine in cui applichi gli shader dipende dalla posizione del CanvasLayer nell'albero di scene: più è alto, prima è. Per questo shader di sfocatura, l'ordine non ha importanza.
shader_type canvas_item;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
// Blurs the screen in the X-direction.
void fragment() {
vec3 col = texture(screen_texture, SCREEN_UV).xyz * 0.16;
col += texture(screen_texture, SCREEN_UV + vec2(SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15;
col += texture(screen_texture, SCREEN_UV + vec2(-SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15;
col += texture(screen_texture, SCREEN_UV + vec2(2.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12;
col += texture(screen_texture, SCREEN_UV + vec2(2.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12;
col += texture(screen_texture, SCREEN_UV + vec2(3.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09;
col += texture(screen_texture, SCREEN_UV + vec2(3.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09;
col += texture(screen_texture, SCREEN_UV + vec2(4.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05;
col += texture(screen_texture, SCREEN_UV + vec2(4.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05;
COLOR.xyz = col;
}
shader_type canvas_item;
uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
// Blurs the screen in the Y-direction.
void fragment() {
vec3 col = texture(screen_texture, SCREEN_UV).xyz * 0.16;
col += texture(screen_texture, SCREEN_UV + vec2(0.0, SCREEN_PIXEL_SIZE.y)).xyz * 0.15;
col += texture(screen_texture, SCREEN_UV + vec2(0.0, -SCREEN_PIXEL_SIZE.y)).xyz * 0.15;
col += texture(screen_texture, SCREEN_UV + vec2(0.0, 2.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.12;
col += texture(screen_texture, SCREEN_UV + vec2(0.0, 2.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.12;
col += texture(screen_texture, SCREEN_UV + vec2(0.0, 3.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.09;
col += texture(screen_texture, SCREEN_UV + vec2(0.0, 3.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.09;
col += texture(screen_texture, SCREEN_UV + vec2(0.0, 4.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.05;
col += texture(screen_texture, SCREEN_UV + vec2(0.0, 4.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.05;
COLOR.xyz = col;
}
Utilizzando il codice soprastante, dovresti ottenere un effetto di sfocatura a schermo intero come quello mostrato di seguito.