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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

bool

access_resolved_color

bool

access_resolved_depth

EffectCallbackType

effect_callback_type

bool

enabled

bool

needs_motion_vectors

bool

needs_normal_roughness

bool

needs_separate_specular

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 🔗

  • void set_access_resolved_color(value: bool)

  • bool get_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:

gdscript
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 🔗

  • void set_access_resolved_depth(value: bool)

  • bool get_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:

gdscript
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 🔗

The type of effect that is implemented, determines at what stage of rendering the callback is called.


bool enabled 🔗

  • void set_enabled(value: bool)

  • bool get_enabled()

If true this rendering effect is applied to any viewport it is added to.


bool needs_motion_vectors 🔗

  • void set_needs_motion_vectors(value: bool)

  • bool get_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:

gdscript
var render_scene_buffers : RenderSceneBuffersRD = render_data.get_render_scene_buffers()
var motion_buffer = render_scene_buffers.get_velocity_texture()

bool needs_normal_roughness 🔗

  • void set_needs_normal_roughness(value: bool)

  • bool get_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:

gdscript
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 🔗

  • void set_needs_separate_specular(value: bool)

  • bool get_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.