#gradient map camera shader.

5 messages · Page 1 of 1 (latest)

mild cradle
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i am working on getting a gradient map working in 3d, all the tutorials i can find are for 2d and made years ago.

at its very simplest what i am using is this

shader_type spatial;
render_mode unshaded;

uniform sampler2D gradient_texture : hint_default_black;
uniform sampler2D SCREEN_TEXTURE : hint_screen_texture,repeat_disable,filter_nearest;

void fragment(){
    vec4 input_color = texture(SCREEN_TEXTURE,SCREEN_UV);
    float grayscale_value = dot(input_color.rgb, vec3(0.299,0.587,0.114));
    vec3 sampled_color = texture(gradient_texture,vec2(grayscale_value, 0.0)).rgb;
    ALBEDO.rgb = vec3(sampled_color);
}

i have the gradient created , its working as a shader. but the result is super banded and gets weird in the dark end.

new to this kind of thing.

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trying to get a look like this

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i have the gradient made

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but it looks like this

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and this when im in the light