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
Camera
has acull_mask
property that lets you filter which layers it will see. AndVisualInstance
s (such asMeshInstance
s) have alayers
property 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
MeshInstance
you want, and then setup a newViewport
with a newCamera
as child (make sure it iscurrent
) with acull_mask
that will only render that layer. That way only thoseMeshInstance
will be rendered on thatViewport
.You probably want to to keep the properties of the
Camera
in sync with theCamera
on mainViewport
(not only itsglobal_transform
, but alsofov
or any other property you might change). You can archive this by copying its properties on_process
of a script attached to theCamera
which is inside the newViewport
.