
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscninspect_shader.pymaterial.trespost_light_scattering.gdshaderpreview.pngtest_package.pyverification/native.json
How it works
- Shader type
- spatial
- Render modes
- unshaded, cull_disabled, depth_test_disabled, depth_draw_never, skip_vertex_transform, fog_disabled
- Parameters
- screen_texture (sampler2D), depth_texture (sampler2D), sun_azimuth_degrees (float = 8), sun_elevation_degrees (float = 9), ray_color (vec4 = 1, 0.86, 0.6, 1), samples (int = 48), density (float = 0.85), decay (float = 0.965) and 4 more
- Use it on
- A MeshInstance3D with a 2 x 2 QuadMesh, `material.tres` as its material override and a large extra cull margin, as in `demo.tscn`.
- Result
- Warm shafts of light streaming from a glow near the horizon between the pillars.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/post_light_scattering/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
Only works while the sun is on or near the screen; rays fade when it leaves. Light sources are sky pixels, so bright emissive objects do not cast rays. Long marches at high resolution are costly. The pass reads Godot's screen texture after opaque geometry, so transparent objects drawn after it are not processed and its order among other transparent passes is not controlled.