I have a project in Godot that renders billboarded quads on top of enemies. The quads(meshinstances) are children nodes of the enemy nodes. I want to render just the quads to a viewport for post-processing, but the quads need to have the same position on screen that the enemies have (like a target reticle). How can I apply a shader effect to the billboards only and not to the rest of the scene?
HUD post-processing in Godot
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The
Camerahas acull_maskproperty that lets you filter which layers it will see. AndVisualInstances (such asMeshInstances) have alayersproperty that lets you specify to which layers they belong (by default they all belong to the first layer).You can configure the layers names in Project Settings -> General -> Layer Names -> 3d Render. Do not confuse them with 3d Physics.
Thus, you can give a different layer to those quad
MeshInstanceyou want, and then setup a newViewportwith a newCameraas child (make sure it iscurrent) with acull_maskthat will only render that layer. That way only thoseMeshInstancewill be rendered on thatViewport.You probably want to to keep the properties of the
Camerain sync with theCameraon mainViewport(not only itsglobal_transform, but alsofovor any other property you might change). You can archive this by copying its properties on_processof a script attached to theCamerawhich is inside the newViewport.