CompositorEffect ​
Experimental: The implementation may change as more of the rendering internals are exposed over time.
Inherits: Resource < RefCounted < Object
This resource allows for creating a custom rendering effect.
Description
This resource defines a custom rendering effect that can be applied to Viewports through the viewports' Environment. You can implement a callback that is called during rendering at a given stage of the rendering pipeline and allows you to insert additional passes. Note that this callback happens on the rendering thread.
Properties
Methods
void | _render_callback(effect_callback_type: int, render_data: RenderData) virtual |
Enumerations
enum EffectCallbackType: 🔗
EffectCallbackType EFFECT_CALLBACK_TYPE_PRE_OPAQUE = 0
The callback is called before our opaque rendering pass, but after depth prepass (if applicable).
EffectCallbackType EFFECT_CALLBACK_TYPE_POST_OPAQUE = 1
The callback is called after our opaque rendering pass, but before our sky is rendered.
EffectCallbackType EFFECT_CALLBACK_TYPE_POST_SKY = 2
The callback is called after our sky is rendered, but before our back buffers are created (and if enabled, before subsurface scattering and/or screen space reflections).
EffectCallbackType EFFECT_CALLBACK_TYPE_PRE_TRANSPARENT = 3
The callback is called before our transparent rendering pass, but after our sky is rendered and we've created our back buffers.
EffectCallbackType EFFECT_CALLBACK_TYPE_POST_TRANSPARENT = 4
The callback is called after our transparent rendering pass, but before any build in post effects and output to our render target.
EffectCallbackType EFFECT_CALLBACK_TYPE_MAX = 5
Represents the size of the EffectCallbackType enum.
Property Descriptions
bool access_resolved_color 🔗
If true
and MSAA is enabled, this will trigger a color buffer resolve before the effect is run.
Note: In _render_callback, to access the resolved buffer use:
var render_scene_buffers : RenderSceneBuffersRD = render_data.get_render_scene_buffers()
var color_buffer = render_scene_buffers.get_texture("render_buffers", "color")
bool access_resolved_depth 🔗
If true
and MSAA is enabled, this will trigger a depth buffer resolve before the effect is run.
Note: In _render_callback, to access the resolved buffer use:
var render_scene_buffers : RenderSceneBuffersRD = render_data.get_render_scene_buffers()
var depth_buffer = render_scene_buffers.get_texture("render_buffers", "depth")
EffectCallbackType effect_callback_type 🔗
void set_effect_callback_type(value: EffectCallbackType)
EffectCallbackType get_effect_callback_type()
The type of effect that is implemented, determines at what stage of rendering the callback is called.
If true
this rendering effect is applied to any viewport it is added to.
bool needs_motion_vectors 🔗
If true
this triggers motion vectors being calculated during the opaque render state.
Note: In _render_callback, to access the motion vector buffer use:
var render_scene_buffers : RenderSceneBuffersRD = render_data.get_render_scene_buffers()
var motion_buffer = render_scene_buffers.get_velocity_texture()
bool needs_normal_roughness 🔗
If true
this triggers normal and roughness data to be output during our depth pre-pass, only applicable for the Forward+ renderer.
Note: In _render_callback, to access the roughness buffer use:
var render_scene_buffers : RenderSceneBuffersRD = render_data.get_render_scene_buffers()
var roughness_buffer = render_scene_buffers.get_texture("forward_clustered", "normal_roughness")
bool needs_separate_specular 🔗
If true
this triggers specular data being rendered to a separate buffer and combined after effects have been applied, only applicable for the Forward+ renderer.
Method Descriptions
void _render_callback(effect_callback_type: int, render_data: RenderData) virtual 🔗
Implement this function with your custom rendering code. effect_callback_type
should always match the effect callback type you've specified in effect_callback_type. render_data
provides access to the rendering state, it is only valid during rendering and should not be stored.