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Post Processing

Guilherme Sousa edited this page May 1, 2023 · 1 revision

Post-Processing

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.

Custom Post-Processing

Here is how you can make you own post-processing effect:

  1. Create a CanvasItem node with a ColorRect child with a Full Rect layout.
  2. Assign the ColorRect a ShaderMaterial

image

  1. Assign or create a new Shader on the shader property field.
  2. Write your own shader or use one from Godot Shaders. Don't forget to credit the shader creator if you do!

Post-Process stacking

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: image

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