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godot shaders

CRT monitor with curvature, scanlines and shadow mask

Make the screen look like a curved cathode ray tube: barrel-curved image with rounded black corners, horizontal scanlines, an RGB aperture mask, glow from blurred mip levels and a vignette.

Recorded render of CRT monitor with curvature, scanlines and shadow mask

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • component.json
  • demo.tscn
  • inspect_shader.py
  • material.tres
  • post_crt_monitor.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), curvature (float = 0.12), scanline_pixels (float = 3), scanline_strength (float = 0.45), mask_strength (float = 0.3), mask_pixels (float = 1), glow (float = 0.25), vignette (float = 0.6) and 2 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
The scene curved inside a rounded tube frame with fine dark scanlines, coloured stripes and a soft glow.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/post_crt_monitor/

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

The aperture mask is tied to screen pixels and creates moire when the output is scaled. Curvature crops the picture edges. Glow depends on the screen texture's mipmaps. 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.