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added simple post-processing tutorial
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tutorials/viewports/custom_postprocessing.rst
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179
tutorials/viewports/custom_postprocessing.rst
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.. _doc_custom_postprocessing:
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Custom post-processing
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======================
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Introduction
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------------
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Godot provides many post-processing effects out of the box including, Bloom, DOF, and SSAO.
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Sometimes you will want to write your own post-processing effect. This can be done easily
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in Godot by rendering your scene into a :ref:`Viewport <class_Viewport>` and then rendering the
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:ref:`Viewport's <class_Viewport>` :ref:`texture <class_ViewportTexture>` to a full screen quad.
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.. note:: At the time of writing Godot does not support rendering to multiple buffers at the same
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time so the post-processing shader will not have access to normals, or anything else.
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You only have access to the fullscreen color texture.
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Screen reading shaders
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----------------------
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Before starting, a brief note on screen reading shaders is in order.
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The easiest way to do a custom post-processing shader is to use Godot's built-in ability to read
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from the screen texture. In order to take advantage of this you simply render an object over the
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entire scene (a sprite in 2D or a quad in 3D). And use ``texture(SCREEN_TEXTURE, SCREEN_UV)``
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in the shader. Multi-pass post-processing shaders can even be used with a
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:ref:`BackBufferCopy <class_BackBufferCopy>` node. For more information on how do to this see the
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:ref:`Screen Reading Shaders Tutorial <doc_screen-reading_shaders>`.
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Single pass
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-----------
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The primary benefit to using a :ref:`Viewport <class_Viewport>` is that you have full control over
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the rendering of the scene (including how frequently to update it) and you can take advantage of
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using the :ref:`ViewportContainer <class_ViewportContainer>` to render 3D objects within a 2D root scene.
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First we need a :ref:`Viewport <class_Viewport>` to render our scene to. Then we need a scene that can
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render our :ref:`Viewport <class_Viewport>`. This can either be a 2D or 3D scene. The benefit
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of a 2D scene is it is easy to set up a fullscreen :ref:`ViewportContainer <class_ViewportContainer>`
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to display our :ref:`Viewport <class_Viewport>`.
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For this demo let's use a :ref:`Node2D <class_Node2D>` with a
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:ref:`ViewportContainer <class_ViewportContainer>` and finally a :ref:`Viewport <class_Viewport>`.
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Your hierarchy should look like this:
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.. image:: img/post_hierarchy1.png
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Inside the :ref:`Viewport <class_Viewport>` you can have whatever you want. This will contain
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your main scene. For this tutorial we will use a field of random boxes.
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.. image:: img/post_boxes.png
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In order to take advantage of the :ref:`Viewport <class_Viewport>`, attach a material to the
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:ref:`ViewportContainer <class_ViewportContainer>`.
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The benefit of using the :ref:`ViewportContainer <class_ViewportContainer>` is that the
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:ref:`Viewport <class_Viewport>` can be accessed easily in the shader with the built-in
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``TEXTURE`` uniform. You can choose not to use a :ref:`ViewportContainer <class_ViewportContainer>`,
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but if you do so you will need to create your own uniform in the shader and pass the
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:ref:`Viewport <class_Viewport>` texture in manually. To do so, add a uniform to the shader you use.
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::
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//In Godot Shader
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uniform sampler2D ViewportTexture;
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And you can pass the texture into the shader from GDScript like so:
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::
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#In Gdscript
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func _ready():
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$Sprite.material.set_shader_param("ViewportTexture", $Viewport.get_texture())
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Now, assuming you are using a :ref:`ViewportContainer <class_ViewportContainer>`, add a
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:ref:`ShaderMaterial <class_ShaderMaterial>` to the :ref:`ViewportContainer <class_ViewportContainer>`
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and add the following code.
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::
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shader_type canvas_item;
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void fragment() {
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vec3 col = -8.0 * texture(TEXTURE, SCREEN_UV).xyz;
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col += texture(TEXTURE, SCREEN_UV + vec2(0.0, SCREEN_PIXEL_SIZE.y)).xyz;
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col += texture(TEXTURE, SCREEN_UV + vec2(0.0, -SCREEN_PIXEL_SIZE.y)).xyz;
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col += texture(TEXTURE, SCREEN_UV + vec2(SCREEN_PIXEL_SIZE.x, 0.0)).xyz;
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col += texture(TEXTURE, SCREEN_UV + vec2(-SCREEN_PIXEL_SIZE.x, 0.0)).xyz;
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col += texture(TEXTURE, SCREEN_UV + SCREEN_PIXEL_SIZE.xy).xyz;
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col += texture(TEXTURE, SCREEN_UV + SCREEN_PIXEL_SIZE.xy).xyz;
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col += texture(TEXTURE, SCREEN_UV + vec2(-SCREEN_PIXEL_SIZE.x, SCREEN_PIXEL_SIZE.y)).xyz;
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col += texture(TEXTURE, SCREEN_UV + vec2(SCREEN_PIXEL_SIZE.x, -SCREEN_PIXEL_SIZE.y)).xyz;
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COLOR.xyz = col;
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}
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The above code is for a single pass edge detection filter in this case we are using a
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`Sobel filter <https://en.wikipedia.org/wiki/Sobel_operator>`_. It reads pixels from a screen in a
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9x9 grid around the current pixel and adds them together. What makes it interesting is that
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it assigns weights to each pixel; +1 for each of the eight around the center and -8 for the
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center pixel. The choice of weights is called a "kernel". You can use different kernels to
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achieve all kinds of different effects.
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.. image:: img/post_outline.png
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Multi-pass
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----------
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Multi-pass post-processing is useful for effects like blur which can be made significantly
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faster if done in two passes or for other effects that require the output of the previous
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stage of post-processing. It is done using the same method as single-pass post-processing
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with the added complication that you need to be aware of the order in which the
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:ref:`Viewports <class_Viewport>` are rendered.
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In order to make a multi-pass post-processing shader you stack :ref:`Viewports <class_Viewport>`.
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In the example above you rendered the contents of one :ref:`Viewport <class_Viewport>` into
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the root :ref:`Viewport <class_Viewport>` with a :ref:`ViewportContainer <class_ViewportContainer>`.
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You can do the same thing for a multi-pass shader. Just render the contents of one
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:ref:`Viewport <class_Viewport>` into another and then render the contents of that
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:ref:`Viewport <class_Viewport>` into the root :ref:`Viewport <class_Viewport>`.
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Your scene hierarchy should look something like this
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.. image:: img/post_hierarchy2.png
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Godot will render the child :ref:`Viewport <class_Viewport>` first, so if the order matters for
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your shaders make sure that you assign the material you want used first to the lowest
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:ref:`ViewportContainer <class_ViewportContainer>` in the tree.
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.. note:: You can also render your Viewports seperately without nesting them like this. You just
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need to use two Viewports and render them in the proper order.
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Everything else is the same as with the single-pass post-processing shader.
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As an example, you could write a full screen Gaussian blur effect by attaching the following
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pieces of code to each of the :ref:`ViewportContainers <class_ViewportContainer>`. For this
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example, order does not matter.
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::
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shader_type canvas_item;
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//Blurs the screen in the X-direction
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void fragment() {
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vec3 col = texture(TEXTURE, SCREEN_UV).xyz * 0.16;
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col += texture(TEXTURE, SCREEN_UV + vec2(SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15;
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col += texture(TEXTURE, SCREEN_UV + vec2(-SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.15;
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col += texture(TEXTURE, SCREEN_UV + vec2(2.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12;
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col += texture(TEXTURE, SCREEN_UV + vec2(2.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.12;
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col += texture(TEXTURE, SCREEN_UV + vec2(3.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09;
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col += texture(TEXTURE, SCREEN_UV + vec2(3.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.09;
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col += texture(TEXTURE, SCREEN_UV + vec2(4.0 * SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05;
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col += texture(TEXTURE, SCREEN_UV + vec2(4.0 * -SCREEN_PIXEL_SIZE.x, 0.0)).xyz * 0.05;
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COLOR.xyz = col;
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}
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::
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shader_type canvas_item;
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//Blurs the screen in the Y-direction
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void fragment() {
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vec3 col = texture(TEXTURE, SCREEN_UV).xyz * 0.16;
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col += texture(TEXTURE, SCREEN_UV + vec2(0.0, SCREEN_PIXEL_SIZE.y)).xyz * 0.15;
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col += texture(TEXTURE, SCREEN_UV + vec2(0.0, -SCREEN_PIXEL_SIZE.y)).xyz * 0.15;
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col += texture(TEXTURE, SCREEN_UV + vec2(0.0, 2.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.12;
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col += texture(TEXTURE, SCREEN_UV + vec2(0.0, 2.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.12;
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col += texture(TEXTURE, SCREEN_UV + vec2(0.0, 3.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.09;
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col += texture(TEXTURE, SCREEN_UV + vec2(0.0, 3.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.09;
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col += texture(TEXTURE, SCREEN_UV + vec2(0.0, 4.0 * SCREEN_PIXEL_SIZE.y)).xyz * 0.05;
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col += texture(TEXTURE, SCREEN_UV + vec2(0.0, 4.0 * -SCREEN_PIXEL_SIZE.y)).xyz * 0.05;
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COLOR.xyz = col;
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}
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Using the above code you should end up with a full screen blur effect like below.
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.. image:: img/post_blur.png
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For more information on how :ref:`Viewports <class_Viewport>` work see the :ref:`Viewports Tutorial <doc_viewports>`.
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tutorials/viewports/img/post_blur.png
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tutorials/viewports/img/post_boxes.png
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tutorials/viewports/img/post_hierarchy1.png
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tutorials/viewports/img/post_outline.png
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@@ -8,3 +8,4 @@ Viewports
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viewports
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multiple_resolutions
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using_viewport_as_texture
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custom_postprocessing
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