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- .. _doc_xr_full_screen_effects:
- XR full screen effects
- ======================
- When adding custom full screen effects to your XR application, one approach is
- using a full screen quad and applying effects to that quad's shader.
- Add a :ref:`MeshInstance3D <class_MeshInstance3D>` node
- to your scene as a child of your :ref:`XRCamera3D <class_XRCamera3D>`,
- and set the ``mesh`` property to a :ref:`QuadMesh <class_QuadMesh>`.
- Set the width and height of the quad to ``2``.
- .. image:: img/xr_full_screen_effects_starting_quad.webp
- You can then add a shader to your quad to make it cover the screen. This is done by setting the
- vertex shader's ``POSITION`` built-in to ``vec4(VERTEX.xy, 1.0, 1.0)``.
- However, when creating an effect that is centered straight ahead in the user's view
- (such as a vignette effect), the end result may look incorrect in XR.
- Below shows captures of the right-eye view with a vignette shader, both from the headset and the render target itself.
- The left captures are an unmodified shader; the right captures adjust the full screen quad using the projection matrix.
- While the capture on the left is centered in the render target, it is off-center in the headset view.
- But, after applying the projection matrix, we see that the effect is centered in the headset itself.
- .. image:: img/xr_full_screen_effects_vignette_before_after.webp
- Applying the projection matrix
- ------------------------------
- To properly center the effect, the ``POSITION`` of the full screen quad
- needs to take the asymmetric field of view into account. To do this while also ensuring the quad
- has full coverage of the entire render target, we can subdivide the quad and apply the projection matrix
- to the inner vertices. Let's increase the subdivide width and depth of the quad.
- .. image:: img/xr_full_screen_effects_ending_quad.webp
- Then, in the vertex function of our shader, we apply an offset from the projection matrix to
- the inner vertices. Here's an example of how you might do this with the above simple vignette shader:
- .. code-block:: glsl
- shader_type spatial;
- render_mode depth_test_disabled, skip_vertex_transform, unshaded, cull_disabled;
- // Modify VERTEX.xy using the projection matrix to correctly center the effect.
- void vertex() {
- vec2 vert_pos = VERTEX.xy;
- if (length(vert_pos) < 0.99) {
- vec4 offset = PROJECTION_MATRIX * vec4(0.0, 0.0, 1.0, 1.0);
- vert_pos += (offset.xy / offset.w);
- }
- POSITION = vec4(vert_pos, 1.0, 1.0);
- }
- void fragment() {
- ALBEDO = vec3(0.0);
- ALPHA = dot(UV * 2.0 - 1.0, UV * 2.0 - 1.0) * 2.0;
- }
- .. note:: For more info on asymmetric FOV and its purpose, see this
- `Meta Asymmetric Field of View FAQ <https://developers.meta.com/horizon/documentation/unity/unity-asymmetric-fov-faq/>`_.
- Limitations
- -----------
- This full screen effect method has no performance concerns for per-pixel effects such as the above vignette shader.
- However, it is not recommended to read from the screen texture when using this technique.
- Full screen effects that require reading from the screen texture effectively disable all rendering performance optimizations in XR.
- This is because, when reading from the screen texture, Godot makes a full copy of the render buffer;
- this drastically increases the workload for the GPU and can create performance concerns.
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