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godot shaders

Radial lens distortion with auto fit

Bend the image like a real lens with the Brown-Conrady radial model: barrel or pincushion distortion from two coefficients, an automatic zoom that hides empty corners, and an optional dark rim.

Recorded render of Radial lens distortion with auto fit

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • component.json
  • demo.tscn
  • inspect_shader.py
  • material.tres
  • post_lens_distortion.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), k1 (float = 0.22), k2 (float = 0.06), auto_fit (bool = yes), zoom (float = 1), edge_darkening (float = 0.3)
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 bulging outward with bent straight lines and slightly darker corners.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/post_lens_distortion/

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

Sampling the already rendered frame loses resolution at the centre when zoomed. Tangential (decentring) distortion is not modelled. 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.