Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.



Godot provides many post-processing effects out of the box, including Bloom, DOF, and SSAO, which are described in 环境和后期处理. However, advanced use cases may require custom effects. This article explains how to write your own custom effects.

实现自定义后期处理着色器的最简单方法是使用Godot的内置功能从屏幕纹理中读取. 如果你不熟悉这个, 你应该先阅读 屏幕阅读着色器教程 .


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 layout to "Full Rect".

Your scene tree will look something like this:



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.


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.



ColorRectShaderMaterial 分配一个新的 Shader。你可以通过使用带 hint_screen_texturesampler2D 以及内置的 uniform SCREEN_UV 来访问这一帧的纹理和 UV。

将以下代码复制到着色器. 上面的代码是单通道边缘检测滤波器, Sobel 滤波器

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;