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- .. _doc_advanced_postprocessing:
- Advanced post-processing
- ========================
- Introduction
- ------------
- This tutorial describes an advanced method for post-processing in Godot.
- In particular, it will explain how to write a post-processing shader that
- uses the depth buffer. You should already be familiar with post-processing
- generally and, in particular, with the methods outlined in the :ref:`custom post-processing tutorial <doc_custom_postprocessing>`.
- Full screen quad
- ----------------
- One way to make custom post-processing effects is by using a viewport. However,
- there are two main drawbacks of using a Viewport:
- 1. The depth buffer cannot be accessed
- 2. The effect of the post-processing shader is not visible in the editor
- To get around the limitation on using the depth buffer, use a :ref:`MeshInstance3D <class_MeshInstance3D>`
- with a :ref:`QuadMesh <class_QuadMesh>` primitive. This allows us to use a
- shader and to access the depth texture of the scene. Next, use a vertex shader
- to make the quad cover the screen at all times so that the post-processing
- effect will be applied at all times, including in the editor.
- First, create a new MeshInstance3D and set its mesh to a QuadMesh. This creates
- a quad centered at position ``(0, 0, 0)`` with a width and height of ``1``. Set
- the width and height to ``2`` and enable **Flip Faces**. Right now, the quad
- occupies a position in world space at the origin. However, we want it to move
- with the camera so that it always covers the entire screen. To do this, we will
- bypass the coordinate transforms that translate the vertex positions through the
- difference coordinate spaces and treat the vertices as if they were already in
- clip space.
- The vertex shader expects coordinates to be output in clip space, which are coordinates
- ranging from ``-1`` at the left and bottom of the screen to ``1`` at the top and right
- of the screen. This is why the QuadMesh needs to have height and width of ``2``.
- Godot handles the transform from model to view space to clip space behind the scenes,
- so we need to nullify the effects of Godot's transformations. We do this by setting the
- ``POSITION`` built-in to our desired position. ``POSITION`` bypasses the built-in transformations
- and sets the vertex position in clip space directly.
- .. code-block:: glsl
- shader_type spatial;
- // Prevent the quad from being affected by lighting and fog. This also improves performance.
- render_mode unshaded, fog_disabled;
- void vertex() {
- POSITION = vec4(VERTEX.xy, 1.0, 1.0);
- }
- .. note:: In versions of Godot earlier than 4.3, this code recommended using ``POSITION = vec4(VERTEX, 1.0);``
- which implicitly assumed the clip-space near plane was at ``0.0``.
- That code is now incorrect and will not work in versions 4.3+ as we
- use a "reversed-z" depth buffer now where the near plane is at ``1.0``.
- Even with this vertex shader, the quad keeps disappearing. This is due to frustum
- culling, which is done on the CPU. Frustum culling uses the camera matrix and the
- AABBs of Meshes to determine if the Mesh will be visible *before* passing it to the GPU.
- The CPU has no knowledge of what we are doing with the vertices, so it assumes the
- coordinates specified refer to world positions, not clip space positions, which results
- in Godot culling the quad when we turn away from the center of the scene. In
- order to keep the quad from being culled, there are a few options:
- 1. Add the QuadMesh as a child to the camera, so the camera is always pointed at it
- 2. Set the Geometry property ``extra_cull_margin`` as large as possible in the QuadMesh
- The second option ensures that the quad is visible in the editor, while the first
- option guarantees that it will still be visible even if the camera moves outside the cull margin.
- You can also use both options.
- Depth texture
- -------------
- To read from the depth texture, we first need to create a texture uniform set to the depth buffer
- by using ``hint_depth_texture``.
- .. code-block:: glsl
- uniform sampler2D depth_texture : source_color, hint_depth_texture;
- Once defined, the depth texture can be read with the ``texture()`` function.
- .. code-block:: glsl
- float depth = texture(depth_texture, SCREEN_UV).x;
- .. note:: Similar to accessing the screen texture, accessing the depth texture is only
- possible when reading from the current viewport. The depth texture cannot be
- accessed from another viewport to which you have rendered.
- The values returned by ``depth_texture`` are between ``1.0`` and ``0.0`` (corresponding to
- the near and far plane, respectively, because of using a "reverse-z" depth buffer) and are nonlinear.
- When displaying depth directly from the ``depth_texture``, everything will look almost
- black unless it is very close due to that nonlinearity. In order to make the depth value align with world or
- model coordinates, we need to linearize the value. When we apply the projection matrix to the
- vertex position, the z value is made nonlinear, so to linearize it, we multiply it by the
- inverse of the projection matrix, which in Godot, is accessible with the variable
- ``INV_PROJECTION_MATRIX``.
- Firstly, take the screen space coordinates and transform them into normalized device
- coordinates (NDC). NDC run ``-1.0`` to ``1.0`` in ``x`` and ``y`` directions and
- from ``0.0`` to ``1.0`` in the ``z`` direction when using the Vulkan backend.
- Reconstruct the NDC using ``SCREEN_UV`` for the ``x`` and ``y`` axis, and
- the depth value for ``z``.
- .. code-block:: glsl
- void fragment() {
- float depth = texture(depth_texture, SCREEN_UV).x;
- vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, depth);
- }
- .. note::
- This tutorial assumes the use of the Forward+ or Mobile renderers, which both
- use Vulkan NDCs with a Z-range of ``[0.0, 1.0]``. In contrast, the Compatibility
- renderer uses OpenGL NDCs with a Z-range of ``[-1.0, 1.0]``. For the Compatibility
- renderer, replace the NDC calculation with this instead:
- .. code-block:: glsl
- vec3 ndc = vec3(SCREEN_UV, depth) * 2.0 - 1.0;
- Convert NDC to view space by multiplying the NDC by ``INV_PROJECTION_MATRIX``.
- Recall that view space gives positions relative to the camera, so the ``z`` value will give us
- the distance to the point.
- .. code-block:: glsl
- void fragment() {
- ...
- vec4 view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
- view.xyz /= view.w;
- float linear_depth = -view.z;
- }
- Because the camera is facing the negative ``z`` direction, the position will have a negative ``z`` value.
- In order to get a usable depth value, we have to negate ``view.z``.
- The world position can be constructed from the depth buffer using the following code, using the
- ``INV_VIEW_MATRIX`` to transform the position from view space into world space.
- .. code-block:: glsl
- void fragment() {
- ...
- vec4 world = INV_VIEW_MATRIX * INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
- vec3 world_position = world.xyz / world.w;
- }
- Example shader
- --------------
- Once we add a line to output to ``ALBEDO``, we have a complete shader that looks something like this.
- This shader lets you visualize the linear depth or world space coordinates, depending on which
- line is commented out.
- .. code-block:: glsl
- shader_type spatial;
- // Prevent the quad from being affected by lighting and fog. This also improves performance.
- render_mode unshaded, fog_disabled;
- uniform sampler2D depth_texture : source_color, hint_depth_texture;
- void vertex() {
- POSITION = vec4(VERTEX.xy, 1.0, 1.0);
- }
- void fragment() {
- float depth = texture(depth_texture, SCREEN_UV).x;
- vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, depth);
- vec4 view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
- view.xyz /= view.w;
- float linear_depth = -view.z;
- vec4 world = INV_VIEW_MATRIX * INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
- vec3 world_position = world.xyz / world.w;
- // Visualize linear depth
- ALBEDO.rgb = vec3(fract(linear_depth));
- // Visualize world coordinates
- //ALBEDO.rgb = fract(world_position).xyz;
- }
- An optimization
- ---------------
- You can benefit from using a single large triangle rather than using a full
- screen quad. The reason for this is explained `here <https://michaldrobot.com/2014/04/01/gcn-execution-patterns-in-full-screen-passes>`_.
- However, the benefit is quite small and only beneficial when running especially
- complex fragment shaders.
- Set the Mesh in the MeshInstance3D to an :ref:`ArrayMesh <class_ArrayMesh>`. An
- ArrayMesh is a tool that allows you to easily construct a Mesh from Arrays for
- vertices, normals, colors, etc.
- Now, attach a script to the MeshInstance3D and use the following code:
- ::
- extends MeshInstance3D
- func _ready():
- # Create a single triangle out of vertices:
- var verts = PackedVector3Array()
- verts.append(Vector3(-1.0, -1.0, 0.0))
- verts.append(Vector3(-1.0, 3.0, 0.0))
- verts.append(Vector3(3.0, -1.0, 0.0))
- # Create an array of arrays.
- # This could contain normals, colors, UVs, etc.
- var mesh_array = []
- mesh_array.resize(Mesh.ARRAY_MAX) #required size for ArrayMesh Array
- mesh_array[Mesh.ARRAY_VERTEX] = verts #position of vertex array in ArrayMesh Array
- # Create mesh from mesh_array:
- mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, mesh_array)
- .. note:: The triangle is specified in normalized device coordinates.
- Recall, NDC run from ``-1.0`` to ``1.0`` in both the ``x`` and ``y``
- directions. This makes the screen ``2`` units wide and ``2`` units
- tall. In order to cover the entire screen with a single triangle, use
- a triangle that is ``4`` units wide and ``4`` units tall, double its
- height and width.
- Assign the same vertex shader from above and everything should look exactly the same.
- The one drawback to using an ArrayMesh over using a QuadMesh is that the ArrayMesh
- is not visible in the editor because the triangle is not constructed until the scene
- is run. To get around that, construct a single triangle Mesh in a modeling program
- and use that in the MeshInstance3D instead.
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