Class CompositorEffect
This resource allows for creating a custom rendering effect.
- Inheritance
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CompositorEffect
Remarks
This resource defines a custom rendering effect that can be applied to Viewports through the viewports' Environment. You can implement a callback that is called during rendering at a given stage of the rendering pipeline and allows you to insert additional passes. Note that this callback happens on the rendering thread. CompositorEffect is an abstract base class and must be extended to implement specific rendering logic.
See Also
Properties
access_resolved_color
If true
and MSAA is enabled, this will trigger a color buffer resolve before the effect is run.
Note: In CompositorEffect._render_callback, to access the resolved buffer use:
var render_scene_buffers = render_data.get_render_scene_buffers()
var color_buffer = render_scene_buffers.get_texture("render_buffers", "color")
var access_resolved_color : bool
Property Value
Remarks
access_resolved_depth
If true
and MSAA is enabled, this will trigger a depth buffer resolve before the effect is run.
Note: In CompositorEffect._render_callback, to access the resolved buffer use:
var render_scene_buffers = render_data.get_render_scene_buffers()
var depth_buffer = render_scene_buffers.get_texture("render_buffers", "depth")
var access_resolved_depth : bool
Property Value
Remarks
effect_callback_type
The type of effect that is implemented, determines at what stage of rendering the callback is called.
var effect_callback_type : int
Property Value
Remarks
enabled
If true
this rendering effect is applied to any viewport it is added to.
var enabled : bool
Property Value
Remarks
needs_motion_vectors
If true
this triggers motion vectors being calculated during the opaque render state.
Note: In CompositorEffect._render_callback, to access the motion vector buffer use:
var render_scene_buffers = render_data.get_render_scene_buffers()
var motion_buffer = render_scene_buffers.get_velocity_texture()
var needs_motion_vectors : bool
Property Value
Remarks
needs_normal_roughness
If true
this triggers normal and roughness data to be output during our depth pre-pass, only applicable for the Forward+ renderer.
Note: In CompositorEffect._render_callback, to access the roughness buffer use:
var render_scene_buffers = render_data.get_render_scene_buffers()
var roughness_buffer = render_scene_buffers.get_texture("forward_clustered", "normal_roughness")
The raw normal and roughness buffer is stored in an optimized format, different than the one available in Spatial shaders. When sampling the buffer, a conversion function must be applied. Use this function, copied from here:
vec4 normal_roughness_compatibility(vec4 p_normal_roughness) {
float roughness = p_normal_roughness.w;
if (roughness > 0.5) {
roughness = 1.0 - roughness;
}
roughness /= (127.0 / 255.0);
return vec4(normalize(p_normal_roughness.xyz * 2.0 - 1.0) * 0.5 + 0.5, roughness);
}
var needs_normal_roughness : bool
Property Value
Remarks
needs_separate_specular
If true
this triggers specular data being rendered to a separate buffer and combined after effects have been applied, only applicable for the Forward+ renderer.
var needs_separate_specular : bool
Property Value
Remarks
Methods
_render_callback(int, RenderData)
Qualifiers: virtual
Implement this function with your custom rendering code. effect_callback_type
should always match the effect callback type you've specified in effect_callback_type. render_data
provides access to the rendering state, it is only valid during rendering and should not be stored.
void _render_callback(int effect_callback_type, RenderData render_data)
Parameters
effect_callback_type
intrender_data
RenderData