#Custom Screen Textures (Example Project)

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sharp rose
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This is a Godot 4.x project showcasing how to pass custom screen textures around using viewports. These screen textures might include things such as colors, depth values, normals... whatever you need for your project! These textures can then be used in post-processing shaders instead of hint_screen_texture, hint_depth_texture, and hint_normal_roughness_texture.

https://github.com/thompsop1sou/custom-screen-buffers

GitHub

A Godot project showing how to create custom screen buffers - GitHub - thompsop1sou/custom-screen-buffers: A Godot project showing how to create custom screen buffers

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Custom Screen Buffers (Example Project)

sharp rose
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Custom Screen Textures (Example Project)

sharp rose
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I just updated this project. I realized I could use the next_pass property of materials in order to make the object shaders in this project more modular. Basically, the depth info and normal info shaders can be moved to a next pass material instead of being heaped together with the regular color shader. This means the regular color shader can be easily switch out for something different if desired. I've updated the project with this new example, but I've also kept the old, monolithic example in case that works better for someone

sharp rose