
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscninspect_shader.pymaterial.trespost_night_vision.gdshaderpreview.pngtest_package.pyverification/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), phosphor (vec4 = 0.35, 1, 0.45, 1), gain (float = 2.4), glow (float = 0.6), noise_amount (float = 0.25), scanline_strength (float = 0.15), binocular (bool = yes), mask_radius (float = 0.46)
- 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 in bright noisy green inside two overlapping circular eyepieces on black.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/post_night_vision/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
Amplifies the displayed image, not scene light levels: dark areas stay dark. The mask is drawn in screen space and must be adjusted for very wide aspect ratios. 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.