โ† All examples

godot shaders

Gradient map recolouring

Recolour the scene by mapping its luminance through a gradient texture (duotone, tritone or any ramp), with contrast and offset controls and a mix with the original colours.

Recorded render of Gradient map recolouring

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • component.json
  • demo.tscn
  • inspect_shader.py
  • material.tres
  • post_gradient_map.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), gradient (sampler2D), contrast (float = 1.2), offset (float = 0), mix_amount (float = 1), reverse (bool = no)
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`., A gradient texture for `gradient` (the bundled material has one).
Result
The scene recoloured into violet shadows, pink midtones and pale gold highlights.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/post_gradient_map/

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

All hue information is discarded at full mix; objects of equal brightness become the same 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.