Class reference

CompositorEffect

Inherits Resource

Experimental.

The implementation may change as more of the rendering internals are exposed over time.

This resource allows for creating a custom rendering effect.

Description

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.

Properties

bool access_resolved_color

If true and MSAA is enabled, this will trigger a color buffer resolve before the effect is run. Note: In _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")
			

bool access_resolved_depth

If true and MSAA is enabled, this will trigger a depth buffer resolve before the effect is run. Note: In _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")
			

int effect_callback_type

The type of effect that is implemented, determines at what stage of rendering the callback is called.

bool enabled

If true this rendering effect is applied to any viewport it is added to.

bool needs_motion_vectors

If true this triggers motion vectors being calculated during the opaque render state. Note: In _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()
			

bool 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 _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);
			}
			

bool 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.

Methods

void _render_callback(int effect_callback_type, RenderData render_data) 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.

Constants

EFFECT_CALLBACK_TYPE_PRE_OPAQUE = 0

Enum: EffectCallbackType

The callback is called before our opaque rendering pass, but after depth prepass (if applicable).

EFFECT_CALLBACK_TYPE_POST_OPAQUE = 1

Enum: EffectCallbackType

The callback is called after our opaque rendering pass, but before our sky is rendered.

EFFECT_CALLBACK_TYPE_POST_SKY = 2

Enum: EffectCallbackType

The callback is called after our sky is rendered, but before our back buffers are created (and if enabled, before subsurface scattering and/or screen space reflections).

EFFECT_CALLBACK_TYPE_PRE_TRANSPARENT = 3

Enum: EffectCallbackType

The callback is called before our transparent rendering pass, but after our sky is rendered and we've created our back buffers.

EFFECT_CALLBACK_TYPE_POST_TRANSPARENT = 4

Enum: EffectCallbackType

The callback is called after our transparent rendering pass, but before any built-in post-processing effects and output to our render target.

EFFECT_CALLBACK_TYPE_MAX = 5

Enum: EffectCallbackType

Represents the size of the EffectCallbackType enum.

Tutorials

Source revision 5592dc3a7a61
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