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godot shaders

Unsharp mask sharpening

Sharpen the rendered image with an unsharp mask: the difference between each pixel and a small blur of its neighbourhood is added back, with a threshold that leaves noise and flat areas alone and a luminance-only option.

Recorded render of Unsharp mask sharpening

What this component contains

  • ATTRIBUTION.md
  • LICENSE
  • README.md
  • component.json
  • demo.tscn
  • inspect_shader.py
  • material.tres
  • post_unsharp_sharpen.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), amount (float = 1.2), radius_pixels (float = 1), threshold (float = 0.01), luminance_only (bool = yes)
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 with crisper edges and slightly stronger texture.
Renderers
compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
Placement
res://baltor/godot_shaders/post_unsharp_sharpen/

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

Over-sharpening creates bright and dark halos along edges. Sharpening also enhances aliasing and noise above the threshold. 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.