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godot shaders

Screen-space light shafts from the sky

Crepuscular rays as a post process: sky pixels near the sun become light sources, and each pixel marches toward the sun's screen position accumulating them with decay, so objects cut dark shafts into the glow.

Recorded render of Screen-space light shafts from the sky

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • component.json
  • demo.tscn
  • inspect_shader.py
  • material.tres
  • post_light_scattering.gdshader
  • preview.png
  • test_package.py
  • verification/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_static
  • engine_run
  • engine_log_clean
  • shader_in_scene
  • capture_written
  • render_not_uniform
  • shader_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.