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godot shaders

Shaped vignette with colour and focus point

Darken or tint the screen toward its edges with control over size, softness, roundness, aspect, colour and the point it centres on.

Recorded render of Shaped vignette with colour and focus point

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • component.json
  • demo.tscn
  • inspect_shader.py
  • material.tres
  • post_vignette.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), vignette_color (vec4 = 0.02, 0, 0.04, 1), intensity (float = 0.75), radius (float = 0.55), softness (float = 0.45), roundness (float = 1), focus_x (float = 0.5), focus_y (float = 0.5)
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
The scene with soft, very dark purple edges and a clear centre.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/post_vignette/

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

A colour blend, not an exposure change: bright highlights at the edges are flattened toward the colour. 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.