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Post Processing
Guilherme Sousa edited this page May 1, 2023
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The system used here is pretty straight forward, a series of ColorRect
nodes using Full Rect
as anchor presets are added to the screen to create different post-processing effects. Then a material using a post-processing shader is added to that ColorRect
node to create different types of effects.
You can find several types of canvas item shaders here to use on your own games.
Here is how you can make you own post-processing effect:
- Create a
CanvasItem
node with aColorRect
child with aFull Rect
layout. - Assign the
ColorRect
aShaderMaterial
- Assign or create a new
Shader
on the shader property field. - Write your own shader or use one from Godot Shaders. Don't forget to credit the shader creator if you do!
Post-processing effects are applied from the top to the bottom of the tree. The first post-processing effect will be drawn first on the screen: