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
415 Views Asked by Dave At
1
There are 1 best solutions below
Related Questions in GODOT
- Godot engine collision with KinematicBody doesn't work
- Godot - set_fixed_process function
- Godot Keyboard Events
- Godot - Using 2D Sprite Animation
- Perlin noise gdscript error
- Godot - Check if Controller connected or not
- Godot - Object doesn't stop when colliding with other object
- Godot - Check if Slider is being hovered over
- Godot - Changing the scene
- Having multiple Nodes2D in a scene or having none - Godot
- Kinematic object does not detect any collisions - Godot
- Paint tilemap around the player
- Godot - Ingore Windows (OS) scalling
- GDScript String format with an array
- I want to install an older godot engine
Related Questions in POST-PROCESSING
- Are there ways to perform postCSS processing withouth gulp or grunt. Only with help of maven?
- Is it possible to access the actual heat flux transmitted via a 'surface film condition' in ABAQUS?
- Additional logic to jboss realm
- Servlet process data after response was sent
- Applying different shaders to meshes
- How to handle the screen wrap repeat of FFT-based bloom effect?
- Scantailor CLI output
- Is it possible to do a 'unity build' with Latex source files?
- Supersampling implementation for high quality downscaling
- How to impelement post-proccesing for yolo v3 or v4 onnx models in ML.Net
- Basic OCR PostProcessing (Spelling corrector)
- Jmeter: How to create an array in bean shell post processor and make it available in other thread groups?
- How do I stop EffectComposer from destroying my transparent background?
- Do I use stencils, MaskPass, or some other way to target specific objects with EffectComposer? How?
- How to change the fragment shader of a kivy RenderContext?
Related Questions in HUD
- Drawing 2D HUD over 3D OpenGL sence with SDL
- How to locate scene over the hud Andengine
- iOS7 SpriteKit how to implement text-heavy HUD elements?
- Showing a HUD whilst an image is downscaled in size
- Updating variables in addcontentview - android
- How do I overlay a textview over a glsufaceview(android)
- How to make view partials in Objective C?
- How make a firemonkey HUD window
- iOS Urban Airship progress and HUD
- Opengl drawing 2D over 3D not working
- ContentLoadException was unhandled - Error loading "Arial". File not found
- Input Letter in rectangle drawing ios
- Mac OSX Overlay
- Trying to make Qt HUD in OSG, camera issue
- HUD with multiple lines
Related Questions in GODOT-SHADER-LANGUAGE
- Godot render image with different shaders to a texture
- Why does my shader work fine in the Godot editor, but not in runtime?
- Seams on noise WGSL shader, porting gdshader to wgsl (bevy)
- Godot vertex shader to bend a mesh along a path (similar to the Blender's "Curve" modifier)
- Can't read a FORMAT_R8 uniform sampler2D texture correctly from within a shader in Godot
- How to crop sprite in a non-rectangular form?
- Is it possible to add fragments outside of a 3D model's area?
- HUD post-processing in Godot
- Is it possible to test if an arbitrary pixel is modifiable by the shader?
- Godot - Simple spartial shader results too bright (unshaded, custom)
- Shader without loosing self background color?
- Place sprites at certain positions using a shader
- Error `Expected initialization of constant` when initializing a const vec2[] in the shader global scope
- light_mode shadow_only material in godot 4 for 2D light
- how do i fade out a texture in Godot shader?
Trending Questions
- UIImageView Frame Doesn't Reflect Constraints
- Is it possible to use adb commands to click on a view by finding its ID?
- How to create a new web character symbol recognizable by html/javascript?
- Why isn't my CSS3 animation smooth in Google Chrome (but very smooth on other browsers)?
- Heap Gives Page Fault
- Connect ffmpeg to Visual Studio 2008
- Both Object- and ValueAnimator jumps when Duration is set above API LvL 24
- How to avoid default initialization of objects in std::vector?
- second argument of the command line arguments in a format other than char** argv or char* argv[]
- How to improve efficiency of algorithm which generates next lexicographic permutation?
- Navigating to the another actvity app getting crash in android
- How to read the particular message format in android and store in sqlite database?
- Resetting inventory status after order is cancelled
- Efficiently compute powers of X in SSE/AVX
- Insert into an external database using ajax and php : POST 500 (Internal Server Error)
Popular Questions
- How do I undo the most recent local commits in Git?
- How can I remove a specific item from an array in JavaScript?
- How do I delete a Git branch locally and remotely?
- Find all files containing a specific text (string) on Linux?
- How do I revert a Git repository to a previous commit?
- How do I create an HTML button that acts like a link?
- How do I check out a remote Git branch?
- How do I force "git pull" to overwrite local files?
- How do I list all files of a directory?
- How to check whether a string contains a substring in JavaScript?
- How do I redirect to another webpage?
- How can I iterate over rows in a Pandas DataFrame?
- How do I convert a String to an int in Java?
- Does Python have a string 'contains' substring method?
- How do I check if a string contains a specific word?
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.