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212 lines
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ReStructuredText
212 lines
8.3 KiB
ReStructuredText
.. _doc_screen-reading_shaders:
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Screen-reading shaders
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======================
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Introduction
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------------
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It is often desired to make a shader that reads from the same
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screen to which it's writing. 3D APIs, such as OpenGL or DirectX, make this very
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difficult because of internal hardware limitations. GPUs are extremely
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parallel, so reading and writing causes all sorts of cache and coherency
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problems. As a result, not even the most modern hardware supports this
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properly.
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The workaround is to make a copy of the screen, or a part of the screen,
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to a back-buffer and then read from it while drawing. Godot provides a
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few tools that make this process easy.
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Screen texture
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--------------
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Godot :ref:`doc_shading_language` has a special texture to access the already
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rendered contents of the screen. It is used by specifying a hint when declaring
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a ``sampler2D`` uniform: ``hint_screen_texture``. A special built-in varying
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``SCREEN_UV`` can be used to obtain the UV relative to the screen for the current
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fragment. As a result, this canvas_item fragment shader results in an invisible
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object, because it only shows what lies behind:
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.. code-block:: glsl
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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void fragment() {
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COLOR = textureLod(screen_texture, SCREEN_UV, 0.0);
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}
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``textureLod`` is used here as we only want to read from the bottom mipmap. If
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you want to read from a blurred version of the texture instead, you can increase
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the third argument to ``textureLod`` and change the hint ``filter_nearest`` to
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``filter_nearest_mipmap`` (or any other filter with mipmaps enabled). If using a
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filter with mipmaps, Godot will automatically calculate the blurred texture for
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you.
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.. warning::
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If the filter mode is not changed to a filter mode that contains ``mipmap`` in its name,
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``textureLod`` with an LOD parameter greater than ``0.0`` will have the same appearance
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as with the ``0.0`` LOD parameter.
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Screen texture example
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----------------------
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The screen texture can be used for many things. There is a
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special demo for *Screen Space Shaders*, that you can download to see
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and learn. One example is a simple shader to adjust brightness, contrast
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and saturation:
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.. code-block:: glsl
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shader_type canvas_item;
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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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uniform float brightness = 1.0;
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uniform float contrast = 1.0;
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uniform float saturation = 1.0;
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void fragment() {
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vec3 c = textureLod(screen_texture, SCREEN_UV, 0.0).rgb;
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c.rgb = mix(vec3(0.0), c.rgb, brightness);
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c.rgb = mix(vec3(0.5), c.rgb, contrast);
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c.rgb = mix(vec3(dot(vec3(1.0), c.rgb) * 0.33333), c.rgb, saturation);
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COLOR.rgb = c;
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}
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Behind the scenes
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-----------------
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While this seems magical, it's not. In 2D, when ``hint_screen_texture`` is first
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found in a node that is about to be drawn, Godot does a full-screen copy to a
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back-buffer. Subsequent nodes that use it in shaders will not have the screen
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copied for them, because this ends up being inefficient. In 3D, the screen is
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copied after the opaque geometry pass, but before the transparent geometry pass,
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so transparent objects will not be captured in the screen texture.
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As a result, in 2D, if shaders that use ``hint_screen_texture`` overlap, the
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second one will not use the result of the first one, resulting in unexpected
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visuals:
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.. image:: img/texscreen_demo1.png
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In the above image, the second sphere (top right) is using the same source for
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the screen texture as the first one below, so the first one "disappears", or is
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not visible.
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In 2D, this can be corrected via the :ref:`BackBufferCopy <class_BackBufferCopy>`
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node, which can be instantiated between both spheres. BackBufferCopy can work by
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either specifying a screen region or the whole screen:
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.. image:: img/texscreen_bbc.png
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With correct back-buffer copying, the two spheres blend correctly:
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.. image:: img/texscreen_demo2.png
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.. warning::
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In 3D, materials that use ``hint_screen_texture`` are considered transparent themselves and
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will not appear in the resulting screen texture of other materials.
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If you plan to instance a scene that uses a material with ``hint_screen_texture``,
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you will need to use a BackBufferCopy node.
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In 3D, there is less flexibility to solve this particular issue because the
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screen texture is only captured once. Be careful when using the screen texture
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in 3D as it won't capture transparent objects and may capture some opaque
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objects that are in front of the object using the screen texture.
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You can reproduce the back-buffer logic in 3D by creating a :ref:`Viewport <class_Viewport>`
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with a camera in the same position as your object, and then use the
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:ref:`Viewport's <class_Viewport>` texture instead of the screen texture.
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Back-buffer logic
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-----------------
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So, to make it clearer, here's how the backbuffer copying logic works in 2D in
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Godot:
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- If a node uses ``hint_screen_texture``, the entire screen is copied to the
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back buffer before drawing that node. This only happens the first
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time; subsequent nodes do not trigger this.
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- If a BackBufferCopy node was processed before the situation in the point
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above (even if ``hint_screen_texture`` was not used), the behavior described
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in the point above does not happen. In other words, automatic copying of the
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entire screen only happens if ``hint_screen_texture`` is used in a node for
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the first time and no BackBufferCopy node (not disabled) was found before in
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tree-order.
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- BackBufferCopy can copy either the entire screen or a region. If set to only
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a region (not the whole screen) and your shader uses pixels not in the region
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copied, the result of that read is undefined (most likely garbage from
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previous frames). In other words, it's possible to use BackBufferCopy to copy
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back a region of the screen and then read the screen texture from a different
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region. Avoid this behavior!
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Depth texture
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-------------
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For 3D shaders, it's also possible to access the screen depth buffer. For this,
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the ``hint_depth_texture`` hint is used. This texture is not linear; it must be
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converted using the inverse projection matrix.
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The following code retrieves the 3D position below the pixel being drawn:
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.. code-block:: glsl
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uniform sampler2D depth_texture : hint_depth_texture, repeat_disable, filter_nearest;
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void fragment() {
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float depth = textureLod(depth_texture, SCREEN_UV, 0.0).r;
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vec4 upos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, depth, 1.0);
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vec3 pixel_position = upos.xyz / upos.w;
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}
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Normal-roughness texture
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------------------------
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.. note::
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Normal-roughness texture is only supported in the Forward+ rendering method,
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not Mobile or Compatibility.
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Similarly, the normal-roughness texture can be used to read the normals and
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roughness of objects rendered in the depth prepass. The normal is stored in the
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``.xyz`` channels (mapped to the 0-1 range) while the roughness is stored in the
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``.w`` channel.
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.. code-block:: glsl
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uniform sampler2D normal_roughness_texture : hint_normal_roughness_texture, repeat_disable, filter_nearest;
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void fragment() {
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float screen_roughness = texture(normal_roughness_texture, SCREEN_UV).w;
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vec3 screen_normal = texture(normal_roughness_texture, SCREEN_UV).xyz;
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screen_normal = screen_normal * 2.0 - 1.0;
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Redefining screen textures
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--------------------------
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The screen texture hints (``hint_screen_texture``, ``hint_depth_texture``, and
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``hint_normal_roughness_texture``) can be used with multiple uniforms. For
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example, you may want to read from the texture multiple times with a different
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repeat flag or filter flag.
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The following example shows a shader that reads the screen space normal with
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linear filtering, but reads the screen space roughness using nearest neighbor
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filtering.
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.. code-block:: glsl
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uniform sampler2D normal_roughness_texture : hint_normal_roughness_texture, repeat_disable, filter_nearest;
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uniform sampler2D normal_roughness_texture2 : hint_normal_roughness_texture, repeat_enable, filter_linear;
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void fragment() {
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float screen_roughness = texture(normal_roughness_texture, SCREEN_UV).w;
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vec3 screen_normal = texture(normal_roughness_texture2, SCREEN_UV).xyz;
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screen_normal = screen_normal * 2.0 - 1.0;
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