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godot shaders

Night vision goggles

Green phosphor night vision: amplified luminance with a glow, animated sensor noise, faint scanlines, a binocular or single circular mask and a dark vignette.

Recorded render of Night vision goggles

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • component.json
  • demo.tscn
  • inspect_shader.py
  • material.tres
  • post_night_vision.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), 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_static
  • engine_run
  • engine_log_clean
  • shader_in_scene
  • capture_written
  • render_not_uniform
  • shader_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.