Godot 4 Post Processing: 3D Pixel Art Shader

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  • Опубликовано: 5 янв 2025

Комментарии • 165

  • @muno
    @muno Год назад +164

    As a pixel artist I'm kind of shocked that you can recreate such a nice edge highlighting effect with shader code :O

  • @MisterNewYear
    @MisterNewYear 4 месяца назад +81

    To anyone having problems with the new update,
    Godot 4.3 stealth introduced reverse Z, which means the only thing you should have to change for the shader to work again is replace void vertex() with this:
    void vertex() {
    POSITION = vec4(VERTEX.xy, 1.0, 1.0);
    }

    • @ItsRyscale
      @ItsRyscale 4 месяца назад +2

      Legend! I was wondering why the first stage of the effect wasnt working. (this needs to be pinned)

    • @Jay32r
      @Jay32r 3 месяца назад +2

      This resolved all my problems - thank you for taking the time to post this!

    • @funkmasterhexbyte1684
      @funkmasterhexbyte1684 3 месяца назад +1

      absolute hero

    • @blockappella
      @blockappella 2 месяца назад

      Yeah like everyone else has said, this is extremely critical information

    • @DenerWitt
      @DenerWitt 8 дней назад

      this is just perfect, couldnt make it work otherwise

  • @MartinQuinta
    @MartinQuinta 9 месяцев назад +41

    Something to consider is that an even better pixel art effect is achieved by changing the camera to orthogonal because the 3D perspective slightly screws up the atmosphere that is trying to be achieved with this script. Fantastic tutorial by the way. thank you!

    • @PP-ss3zf
      @PP-ss3zf 5 месяцев назад

      Hi, I didn't fully understand why its the case. Can you please provide more detail?

    • @turnkey_hole
      @turnkey_hole 4 месяца назад +1

      ​@@PP-ss3zf Ortho maintains the right angles better than standard camera modes.

    • @omgitsbats
      @omgitsbats 18 дней назад

      @@turnkey_hole That isn't true at all. They're functionally identical, and use the same code for either mode.

    • @omgitsbats
      @omgitsbats 18 дней назад

      Completely subjective.

  • @jamaalsineke2405
    @jamaalsineke2405 11 месяцев назад +19

    Absolutely stunnng. I'm sad that that there's no Unreal Engine tuts of Tesslr8r's pixel style. Anyway....Please do more with this and don't let this die as a demo project

  • @LaytonGB
    @LaytonGB Год назад +35

    Absolute hero! You're one of the few tutorial makers that not only explains what is happening, but why you're doing it and what the alternatives are! Wish more tutorials were like this, great job.
    Also, those models and this shader are lookin fresh 👌

  • @habibyahya788
    @habibyahya788 Год назад +25

    this is amazing!
    I've seen many pixel shader tutorial but your explanation is crazy easy to follow.

  • @jaredhernandez9446
    @jaredhernandez9446 2 месяца назад +4

    After so much time and so many tutorials, I found the person who best explains the topic and it also worked perfectly for me.
    Thank you! ❤

  • @StrungHigh
    @StrungHigh 9 месяцев назад +1

    As an artist this is quite a bit above my head, which means there's a ton for me to learn here. Thanks for teaching!

  • @OJSthecoder
    @OJSthecoder Год назад +14

    you put this tutorial out literally at the EXACT time i needed it! awesome stuff!

  • @spencergeewildlife
    @spencergeewildlife 11 месяцев назад +2

    Been waiting for a tutorial like this for months, thanks so much

  • @Teflora
    @Teflora Год назад +7

    Oh I was trying so long to find a node setup that allows me to pixelize the scene while still having a crisp UI! Great stuff!
    I was waiting for the customisable render pipeline but this gives me a huge heads up, thank you!
    I

  • @VilaRicaGames
    @VilaRicaGames 11 месяцев назад +4

    Amazing tutorial, simple and straight to the point while still showing good progress along the way. I just implemented this in my game, but in my case I had to mess with render priority of my assets/players etc. Somehow they get confused in certain areas/camera angles. But if I set them to a higher priority then the ViewPort, it works.

    • @sainmanstanding
      @sainmanstanding 10 месяцев назад +1

      t3ssel8r talks in one of his videos how the effect is best sold with an orthographic camera at a fixed angle. On top of that he orientates objects with sharp edges only in 45 degree increments. It's not apples to apples since he's in Unity but I think keeping those design choices in mind could help keep the instances of confusion down.

    • @VilaRicaGames
      @VilaRicaGames 10 месяцев назад +2

      @sainmanstanding Thanks! I'll make sure to take a look at that. I had a massive core change in my game, the post-processing part I left to work later. But it won't hurt to already research about it! Again, thank you!

  • @RugbugRedfern
    @RugbugRedfern Год назад +2

    Thanks so much for covering this! This effect is insane!

  • @ndriqa
    @ndriqa Год назад +4

    Hey man, what a great tutorial and beautiful result. Thank you!

  • @Cmdr_Kraid
    @Cmdr_Kraid Год назад +1

    found this on reddit, new dev here I will learn and mess around with this on my projects, Really big thanks for the tutorial

  • @55555ivi
    @55555ivi Год назад +16

    You can set the Render Priority lower than all the other transparent objects in your scene to make them visible again.
    But it only works in Forward+.
    Sadly I was trying to add it to my project on the Mobile renderer but meh, I'll use it on another project (?

    • @POGOLAUNCHER
      @POGOLAUNCHER 6 месяцев назад +2

      You're a life saver!

    • @teyyub-
      @teyyub- Месяц назад

      wait, can we add gif as a YT profile picture?

    • @55555ivi
      @55555ivi Месяц назад

      @@teyyub- it's from mi Gmail
      I don't know hot it worked but it works sometimes xD
      In phones it does not work

  • @yvanvan3729
    @yvanvan3729 Год назад +3

    Awesome tutorial !
    Great explanations, thank you for making it.
    Have a wonderful day.

  • @KyleRassweiler
    @KyleRassweiler Год назад +5

    That subviewport is genius

  • @In3F
    @In3F Год назад +3

    Another great tutorial, really well explained.

  • @michaeljburt
    @michaeljburt Год назад +1

    Super informative. Love how you present this kind of material!

  • @Archive_0x
    @Archive_0x 6 месяцев назад +2

    golden content! Greatly appreciate you for providing the source code.

  • @rowanbrak4915
    @rowanbrak4915 Год назад +1

    Saw this on Reddit as well, such a good looking effect!

  • @flashfreak62
    @flashfreak62 Год назад +1

    I've been trying to do exactly this since 2021!!! Thank you so much for this !!

  • @rhnirsilva652
    @rhnirsilva652 2 месяца назад

    very cool, I got like 10% of it, will come back after a few more steps on my learning shaders journey

  • @RekterMan
    @RekterMan Месяц назад

    PSA: if you want to make this shader work with orthographic camera in Godot 4.3 try to tweak the camera Far and Size settings till it shows correctly, it worked for me

  • @kryperdev
    @kryperdev 7 месяцев назад +4

    I improved your shader just a tiny bit :)
    To your SubViewportContainer add two things:
    - Color ramp or mapping each pixel to color palette from 1px high texture allowing use of dynamic lighting where shader will "clamp" color values to nearest one out of palette.
    - Posterization which removes need to use for example toon shaders for lighting and allows use of regular shading methods.
    I will be happy to see updated video with those changes :) Try it, effect is even better :)

    • @guppyshmuck
      @guppyshmuck 6 месяцев назад +1

      Hey do you have an example of this change, I would love to see it?

    • @PaulMenefee
      @PaulMenefee 4 месяца назад

      I'd love to see it in action! Even if it's just a gif.

  • @softgripper
    @softgripper 7 месяцев назад

    I hope we get more videos out of you. Very impressive series :)

  • @brandonjacksoon
    @brandonjacksoon 10 месяцев назад +1

    Liked and subscribed! Very useful information, thanks!

  • @Warden_rck
    @Warden_rck Год назад +1

    You're great, a nice and clean explanation, well done!

  • @Nermit693
    @Nermit693 Год назад +1

    This breakdown is a great resource for the community! I managed to get a tweaked shader form Godotshaders working like this last year, but there were some weird artefacts I couldn't figure out - most likely due to trying to use orthographic projection. Great to have everything broken down in this manner! Not that I know much about shaders, but I heard that branching (if-statements) are quite slow. I think you might be able to replace some of them with step functions if you find it runs slowly, particularly the edge_mix.

    • @crigz
      @crigz  Год назад

      Yeah my original shader doesn't have an if statement there, it just made it easy to explain the logic with the statements split up. Maybe I'll commit the cleaner version to the repo.

    • @JahznCentral
      @JahznCentral Год назад

      please do! @@crigz
      thanks for all your work!!!

    • @crigz
      @crigz  Год назад +5

      @@JahznCentral Committed a couple tweaks to the repo, cleaned up the if statement a touch and made a tweak to clean up the edges where depth and normal edges overlap.

    • @petervanderhook4308
      @petervanderhook4308 5 месяцев назад

      @@crigz how come quads dont get drawn with the shader unless you're very close to the camera?

  • @guilhermeleal3589
    @guilhermeleal3589 Месяц назад +1

    I'm in love with this tutorial! Thank you so much!

    • @guilhermeleal3589
      @guilhermeleal3589 Месяц назад

      After 10 hours searching how to solve this a came here and post a comment. After 40 minutes i posted the comment a finally find what was the problem!
      I was modifying the "dark_amount" in the code by multiplying it ("vec3 depth_col = nearest * (darken_amount * 20.0);") to get a softness dark outline. This was causing the glitch.
      To solve the problem a just modify the "dark_amount" on the "Shader Parameters" and Vualá!
      Thanks again for sharing this masterpiece!

  • @sporktank
    @sporktank Год назад +2

    Great effect, and well presented as always! Makes me want to stop what I'm doing and find a project to use it on! 😂

  • @JanusIIV
    @JanusIIV 7 месяцев назад

    Incredible stuff! This is very helpful, and I greatly appreciate the tutorial.

  • @thelazyforger
    @thelazyforger Год назад +1

    Exactly what i was looking for, thank you!
    I've got TONS of models I 3D sculpted for printing and i am looking forward to do something (anything) in Godot with that, but after writing my own shaders I feel lik there were some limits in the approach. This might just solve that, thank you!

  • @hunjo8463
    @hunjo8463 Год назад +1

    'thank u so much.my englis is short. but i want talk to u "really thank u.!!!!

  • @hmmmm34565
    @hmmmm34565 11 месяцев назад

    Boy pls doing this for a long time, you real doing AMAZING THINGS... One day may enternal gratitude is be one game... So now... my sub and like ... My potato don't run godot

  • @gisodelenteja
    @gisodelenteja 8 месяцев назад

    Incredible work. Exactly what I needed. Would love more insight on this style if you end up working on it.

  • @DedeKurnn
    @DedeKurnn 19 дней назад

    Did i understand what he said? No
    Did I watch the whole thing? Yes
    Thank you for your service sir

  • @hibryd7481
    @hibryd7481 9 месяцев назад

    Very clear and thorough tutorial, ty!
    It's always nice to have the option of course, but to anyone who may be designing a game; _please_ don't mix vector art menus/dialogues and pixel art content unless you have a very good reason. It's in so many games and it's such a faux pas. It's like if you decided to make a stylized black and white noir film and just randomly left the intro and outro credits in a some arbitrary range of colors for no reason.

  • @SaltMineRanch
    @SaltMineRanch 4 месяца назад

    we'll *NEVER* be able to automate pix.... well okay then. the quality of this effect is awesome, thank you for sharing this.

  • @simbalion3694
    @simbalion3694 3 месяца назад +1

    Hey, I love the tutorial and the pixelization itself works wonderfully!
    I was, however, having a problem with the UI. I'm working on a 3D first person game where this method of pixelization is used, and I'm trying to add a "Press "E" to interact" UI element for interactible items when the player looks at them. The way I have this set up is with a CanvasLayer with a BoxContainer and Label containing the text, set to appear when the player's RayCast collides with an interactible object. However, I find that running this code along with the pixelization breaks the camera movement with the mouse, but I'm not sure why.
    For reference, here is the code for the first person camera:
    const SENSITIVITY = 0.01
    func _ready():
    Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)

    func _unhandled_input(event):
    if event is InputEventMouseMotion:
    head.rotate_y(-event.relative.x * SENSITIVITY)
    camera.rotate_x(-event.relative.y * SENSITIVITY)
    camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-60), deg_to_rad(60))
    Any help would be appreciated!

  • @brandonjacksoon
    @brandonjacksoon 10 месяцев назад +1

    Awesome! Thanks!

  • @Hex_is
    @Hex_is Год назад +1

    amazing tutorial thanks so much!

  • @HueStudios-i5e
    @HueStudios-i5e 2 месяца назад +1

    One thing is a bit confusing for me. I noticed that shader is working when it is outside the camera object, do we need it inside it then?

  • @vuurmos6257
    @vuurmos6257 Год назад +1

    This is awesome. Subbed!

  • @AvocadoInvocado
    @AvocadoInvocado Год назад +3

    Aewsome work!
    I just remembered that you are the one who made the Active Ragdoll video for Godot 4.0
    Do you plan on revisiting that video (because of the spring constraints issue)

    • @crigz
      @crigz  Год назад +2

      Yes! I plan on updating it to use Jolt instead.

    • @AvocadoInvocado
      @AvocadoInvocado Год назад

      @@crigz Sweet!

  • @ganonscrub
    @ganonscrub Год назад +1

    This is sick

  • @fohatenchou
    @fohatenchou 11 месяцев назад

    Thank you. You really helped me.

  • @samuraikina5908
    @samuraikina5908 Год назад +1

    Hey this is amazing. 🌝😎

  • @AslanSilva
    @AslanSilva Год назад +1

    Great vid!!

  • @Verssales
    @Verssales Год назад +4

    Loved the video, I have one question, using this Godot "hack" with a quad mesh due to it being processed before the transparency all objects with transparency are hidden, is there an way to fix this? Like a parameter or is this a limitation of the "hack"?

    • @crigz
      @crigz  Год назад +2

      Unfortunately there isn't a parameter to make transparent objects appear in the screen textures Godot provides, this is due to a limitation in the renderer. The two options currently are; use separate viewports to capture the screen textures instead, or dive into the engines rendering code and add the feature ourselves.
      You can read more about the issue here: github.com/godotengine/godot/issues/28628

  • @tehwofl
    @tehwofl 5 месяцев назад

    Amazing, thanks!

  • @rcookman
    @rcookman 11 месяцев назад

    Thanks super useful, thanks for sharing!

  • @jabalahkhaldun3467
    @jabalahkhaldun3467 10 месяцев назад

    amazing work thank you!

  • @kaliss6110
    @kaliss6110 9 месяцев назад

    thanks! now i can edge in godot!

  • @tech_baron
    @tech_baron 11 месяцев назад

    Very nice tutorial

  • @Wardius
    @Wardius 6 месяцев назад

    This is awesome! Would it be possible to prevent specific objects from receiving an outline?
    I don't know if this is achievable but maybe you could edit these objects so they do not appear when getting the screen-texture?

    • @Wardius
      @Wardius 2 месяца назад

      For anyone trying to figure this out: Just change the transparency property to "Alpha" on the material that should not be affected by the outline

  • @Father_mephedrone
    @Father_mephedrone Год назад +1

    Святой человек, низкий поклон вам от всего нашего села.

  • @DrawSage
    @DrawSage 9 месяцев назад

    You're a hero, what the hell.

  • @omgitsbats
    @omgitsbats 18 дней назад +1

    Is there anyway this could be ported to some non-proprietary format for other engines?

  • @AlecChalmers
    @AlecChalmers 5 месяцев назад

    This is wonderful. Do you know if it's possible to add the edge effect to the rims of the shadows too?

  • @TheFlawlessFinale
    @TheFlawlessFinale Год назад +2

    Amazing shader thanks so much for sharing this - I implemented this into a simple scene with a moving camera and I am noticing some flickering/movement of pixels on the edges of objects as the camera/character moves, do you know of any ways that this can be minimised/removed? i.e. Keep the pixels static if a moving isometric camera views them from a consistent angle?

    • @crigz
      @crigz  Год назад +1

      Yes, you'll need to make a script to make the camera movement pixel perfect, I've just done a quick search on RUclips and there's some tutorials on how to do this. Searching "godot pixel perfect 3d camera" should get you some results :)

    • @TheFlawlessFinale
      @TheFlawlessFinale Год назад +1

      Sweet, thank you so much for the quick reply!@@crigz

  • @johnnyatom
    @johnnyatom 8 месяцев назад +1

    Thank you so much for this tutorial, I'll admit it was above my current understanding of Godot but it was fun to follow along and to get such a nice effect. Is there a way to exclude elements from this render? Say I wanted a sprite to not be effected by the subviewportcontainer, can I set it to a layer that is excluded so it is not effected by the outline?

  • @aqua_cat_
    @aqua_cat_ Год назад +3

    Hey, novice here. I was wondering if its possible to make an object in scene uneffected by the shader (All other objects are effected, but one.)
    I succeeded making it by making the object material transparent with alpha, but object disappears if Im too far away (~5m). I know it has something to do with the shader as it does not disappear with post processing hidden, but I really cant find what is causing it.

    • @crigz
      @crigz  Год назад +1

      Hey! To make an object unaffected, I've been doing the same thing by enabling transparency.
      I just recreated your issue locally, I was able to resolve it by increasing the render priority of the transparent object. Hope this helps!

    • @aqua_cat_
      @aqua_cat_ Год назад +2

      @@crigz First of all, thanks for answering!
      Secondly, could you provide information where can i change render priority as only option I see is "priority" under "Node" class witch does not fix the issue. Sorry of its a stupid question, but never had issues like this before.
      Thanks in advance!
      Forget it, AI figured it out.

    • @sventomasek
      @sventomasek 10 месяцев назад

      @@aqua_cat_ I also can't find render priority anywhere :(

    • @aqua_cat_
      @aqua_cat_ 10 месяцев назад +2

      @@sventomasek so its in the material propeties right on top. Just set it as one.

    • @sventomasek
      @sventomasek 10 месяцев назад

      @@aqua_cat_ Thank you!! I thought it would show up by searching for it but I guess it not

  • @AndrewJamesBowen
    @AndrewJamesBowen 8 месяцев назад

    This is awesome. Thank you. I'd happily back you on Patreon, etc. if it meant more great content, even if once a month.

  • @GonziHere
    @GonziHere Год назад +1

    Awesome, and also an incredible format. That aside, what would be the usecase? background for 2D game or something like that?

  • @saint-frog
    @saint-frog 8 месяцев назад +1

    Can I make this shader/node tree structure show my Sprite3D and Label3D nodes not pixelize or apply the shader to them? I have some floating UI elements above certain characters that I'd like to keep as clean as the UI.

  • @bigboolstudio
    @bigboolstudio 2 месяца назад

    thank u.

  • @jeremisaarinen8569
    @jeremisaarinen8569 8 месяцев назад +1

    SubViewportContainer has a problem that different resolutions get stretched to different end results, 4k vs 1080p end up in different resolutions. Maybe I'm overthinking this, but I ended up using both a fixed viewport resolution in Godot project settings, stretch mode to viewport and aspect to expand, and then ALSO using the SubViewportContainer to stretch it further down. Now I have full control on what resolution the end product is rendered in and I can have larger resolution for UI but smaller for 3D, and for example 4k and 1080p have the same look.

    • @devlightz
      @devlightz 2 месяца назад

      Hi could you go into more detail on how you achieved this?

  • @BrianSantosF
    @BrianSantosF 10 месяцев назад +1

    I was testing this just for fun, and this shader causes a lot of flickering for me. Even just moving my mouse over the viewport in the editor causes the rendering to look like it's wiggling 1 pixel around. It seems to be caused by the one line of code in vertex(), I've commented pretty much everything else up
    Why's this?

  • @spoon8859
    @spoon8859 Год назад +2

    Sign me up for the MasterClass!

  • @Kritzelpaul
    @Kritzelpaul 11 месяцев назад +1

    Hello there, is there a way with this method to include normal 2D Sprites in the 3D environment, without pixelating them? I'm still a beginner and I was wondering if there is a way to apply the pixelation only to certain objects (like the environment) and not the whole screen.

  • @TheNaruciak11
    @TheNaruciak11 2 месяца назад

    Thanks for an amazing guide.
    Im rinning into some issues with the post processing. It seems like the 'map' is diagonally 'split' into two sides. I dunno if its because of the quad or shader code specifically.
    Another thing - if someone knows, how can i make this outline shader not affect specific objects on scene? I have prepared a foliage shader and when viewed via the camera - its black. Is it possible to separate the two, so that the outline doesnt render on specific stuff to not break other shaders?

  • @sanketsbrush
    @sanketsbrush Год назад +1

    will you make video on motion blur in godot 4+ ?

  • @Beaniboi
    @Beaniboi Год назад +1

    holy shit i was literally like "hm i wonder how i can do THIS EXACTLY" like an hour ago

  • @DarkeyPro
    @DarkeyPro Год назад +1

    love the video.
    can you make one on lens flare. i tried to convert the one on godot shader to spatial shader but failed also do you know how to make a geometry mask using depth texture .

  • @aguest5394
    @aguest5394 Год назад

    can you make videos about character movement and possibly more advanced ways to do it in the latest version of godot
    in a 3D space
    - basic movements similar to most games
    - click to move
    - multiple complex inputs to move(like rapidly clicking two buttons to move,or a unique combination of different inputs such as a eye tracker or foot pedal etc)

  • @jellybeans7729
    @jellybeans7729 7 месяцев назад

    Could you do a video on conveyor belts like as in a factory game

  • @yilin-d3b
    @yilin-d3b 3 дня назад +1

    using subviewport to make a pixel effect make me hard to manage node structure, and i felt a bit clunky, now we have compositer, do you have any ieda?

    • @crigz
      @crigz  2 дня назад

      I was actually working on a tutorial on how to do all of this as a compositor effect, but a bug in 4.3 regarding depth textures currently makes it impossible. I'm waiting for the bug to be fixed so I can make the video.

    • @yilin-d3b
      @yilin-d3b 2 дня назад +1

      @@crigz Looking forward to your next video!

  • @eziowayne
    @eziowayne 11 месяцев назад +2

    Do you have any recommendations on how to limit the shader's effect to a certain distance which I could control? I ask because after implementing it, when looking at objects far from the camera, the shader becomes very noisy regardless of the "Stretch Shrink" ratio. Any suggestions would be much appreciated : )

    • @linkzerotsang
      @linkzerotsang 8 месяцев назад

      you can apply a smoothstep to the linear depth, and use the result as a mask.
      Some (pseudo)code:
      ...
      void fragment() {
      ...
      float fade_start_dist = 50.0;
      float fade_end_dist = 60.0;
      float mask = smoothstep(fade_end_dist, fade_start_dist, linear_depth);
      // assuming highlight edges; modify accordingly for shadow edges.
      highlight_edge *= mask;
      ALBEDO = ...
      }

  • @theonlyponguin
    @theonlyponguin 11 месяцев назад

    Is there any way to get this to work with an Orthogonal camera? I've been trying to sample the depth texture & then convert to an orthogonal projection but it has been a long time since I have done any shader code like this

  • @赵宇阳-k1q
    @赵宇阳-k1q Год назад +1

    nice

  • @axivy4684
    @axivy4684 Месяц назад

    Does this type of 3d pixel art have to be orthographic? Is it possible to utilize the logic of applying shaders to 3d objects and have them appear 2d top down?

  • @lemondude2
    @lemondude2 4 месяца назад

    how do you actually put in a game, like for each player?

  • @iivan8730
    @iivan8730 4 месяца назад +1

    This shader made my game look much better, thank you ! But now that 4.3 is out it broke :(
    Do you know a way to fix it ?

    • @MisterNewYear
      @MisterNewYear 4 месяца назад

      try this:
      void vertex() {
      POSITION = vec4(VERTEX.xy, 1.0, 1.0);
      }

  • @ifrite3
    @ifrite3 10 месяцев назад

    Could you do a video on multiplayer with Steam similar to how unity has FizzySteamworks, connecting via friendlist and invitations and such?

  • @joshbishop
    @joshbishop 10 месяцев назад

    Hello! This is a fantastic effect, thank you for making this video! One question I have--I'm trying out the shader and trying out different aesthetics, but right now the outline shader is being applied to everything including the grass I have. Is there a way to prevent the outline from applying on specific objects? Thanks again!

  • @LopkaUna
    @LopkaUna Год назад +1

    im currently trying to write shader that doing the same thing but per choosen object via material. unfortunately godot still doesnt support stencil buffer method. :(

    • @crigz
      @crigz  Год назад

      This shader should work with some modifications as an object level material!
      Make sure you remove the vertex part of the shader, and set it as a second pass in the material for the object.
      And yeah, stencil buffer access can't come soon enough!

    • @denovodavid
      @denovodavid Год назад +1

      This kind of outline shader shouldn't require the stencil buffer, it's just that currently, accessing depth/normal buffers in a shader will force the object into the transparent pipeline, which may be undesirable for aesthetic and performance reasons. I thought that enabling depth-prepass would solve this, but it doesn't (bug?), but it's actually very little code changes to Godot's source to get it working, so maybe I'll open an issue...

    • @crigz
      @crigz  Год назад

      @@denovodavid You can also run the outline shader as a second pass to a standard material and that seems to work fine. Not done a lot of testing though.

    • @denovodavid
      @denovodavid Год назад +1

      @@crigz yeah, that's an option. But that second render will still be in the transparent pipeline. Since I had outlines on most objects in my scene, it really limited the quality of volume/fullscreen VFX, as outlines may or may not appear due to transparency ordering, and might not be in the screen texture.

  • @sephreed1938
    @sephreed1938 Месяц назад

    I'm in search of how to do post processing. Everyone seems to do it differently. I don't understand why it would take three nodes to add a shader after the render stage.

    • @crigz
      @crigz  Месяц назад

      It only requires one node. The full screen quad: docs.godotengine.org/en/stable/tutorials/shaders/advanced_postprocessing.html#full-screen-quad

  • @puleroxd4116
    @puleroxd4116 8 месяцев назад

    This doeanst seem to recognize multimeshes as all my grass disapeared... i have no clue how to bring them back... any ideas?

    • @MisterNewYear
      @MisterNewYear 4 месяца назад

      a little late but the meshes might have alpha applied to them, and you can't render outlines to transparent objects, I had this problem with transparent rain that I ended up moving in front of the rendering of the shader in my render priority to have it not be applied and it became visible again

  • @moumokutochoukakushougaimono
    @moumokutochoukakushougaimono 5 месяцев назад

    what about one for comatibility?

  • @Kio_Kurashi
    @Kio_Kurashi 11 месяцев назад

    Sometimes when the object is large enough to be going past the borders of the screen I'll get some extra shadow edges on the opposite border of the window that the clipping mesh is at.
    Do you know of how I could fix this?

    • @crigz
      @crigz  11 месяцев назад +2

      You just need to add some logic to make sure our offset UV's don't exceed the 0.0 - 1.0 range and cause wrapping. Something like this:
      uvs[0] = vec2(SCREEN_UV.x, min(1.0 - texel_size.y, SCREEN_UV.y + texel_size.y));
      uvs[1] = vec2(SCREEN_UV.x, max(0.0, SCREEN_UV.y - texel_size.y));
      uvs[2] = vec2(min(1.0 - texel_size.x, SCREEN_UV.x + texel_size.x), SCREEN_UV.y);
      uvs[3] = vec2(max(0.0, SCREEN_UV.x - texel_size.x), SCREEN_UV.y);

    • @Kio_Kurashi
      @Kio_Kurashi 11 месяцев назад

      @@crigzThanks for that, it worked! (as expected)

  • @catbeluga6151
    @catbeluga6151 10 месяцев назад +1

    how to avoid rendering the grass

  • @RugbugRedfern
    @RugbugRedfern 11 месяцев назад

    How'd you do the grass in your scene? If I use a MultiMeshInstance3D for grass, the outline effect is applied and it looks a bit rough.

    • @crigz
      @crigz  11 месяцев назад +2

      The trick was enabling transparency on the grass shader to hide it from the screen buffer textures.

    • @RugbugRedfern
      @RugbugRedfern 11 месяцев назад

      @@crigz Thanks for your response! Did you write the grass shader yourself? If so, how did you enable it as transparent?

    • @crigz
      @crigz  11 месяцев назад +1

      @@RugbugRedfern Yep! It was as simple as setting the ALPHA property in the fragment function like this: "ALPHA = 1.0;"

    • @RugbugRedfern
      @RugbugRedfern 11 месяцев назад

      @@crigz Thanks! I was stuck on that :P

    • @pfarnach
      @pfarnach 7 месяцев назад +1

      @@crigz Were there any other steps involved? When I do this, the grass disappears in play mode. Increasing the render priority on the grass makes it appear in play mode but any edges on objects in front of the grass mostly (but not 100%) disappear.

  • @MisterNewYear
    @MisterNewYear Год назад +1

    is anyone else getting a few pixels of screen wrapping with this shader applied?

    • @crigz
      @crigz  Год назад +2

      An easy fix for this, when creating the UV offsets, apply a clamp so the values don't exceed the 0 - 1 range.
      e.g. uvs[0] = vec2(uv.x, clamp(uv.y + texel_size.y, 0.0, 1.0));

    • @MisterNewYear
      @MisterNewYear Год назад +1

      @@crigz thanks so much!
      Also for anyone else, for some reason I ended up having to clamp a little earlier at 0.999

  • @chaosmachines934
    @chaosmachines934 4 месяца назад

    will this still work for 4.3

  • @nuevocharrua
    @nuevocharrua 11 месяцев назад

    Could it be that this PostProcessing shader makes Sprite3d nodes not visible?

    • @crigz
      @crigz  11 месяцев назад +1

      To make Sprite3D nodes visible, increase the render priority under Flags in the Sprite3D's inspector.
      Be sure to also set the Texture Filter to Nearest for clean pixels.

    • @nuevocharrua
      @nuevocharrua 7 месяцев назад

      @@crigz Thank you very much!
      Another question, how do I make an object ignore this effect?

  • @mosesthecgartist
    @mosesthecgartist 7 месяцев назад

    man i wanna learn how to do this in unreal

  • @RREDesigns
    @RREDesigns Год назад +2

    Watch in 144p for more pleasure. 🚬

  • @niuage
    @niuage 11 месяцев назад +1

    I've been looking at a lot of outline shader videos over the years, as I was interested in using them myself (ruclips.net/video/J_mJQqbuGac/видео.html&ab_channel=niuage), and I gotta say, this one might be the best one in the way you explain things, well done.