
What this component contains
ATTRIBUTION.mdLICENSEREADME.mdcomponent.jsondemo.tscninspect_shader.pymaterial.trespost_depth_ao_approx.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), depth_texture (sampler2D), radius (float = 0.45), intensity (float = 1.4), samples (int = 16), bias (float = 0.03), max_pixels (float = 48), shadow_tint (vec4 = 0, 0, 0.05, 1) and 1 more
- 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 soft darkening where objects meet the floor and in corners.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/post_depth_ao_approx/
Recorded checks
godot 4.7.2.stable.official.ed1daf0bf
contract_staticengine_runengine_log_cleanshader_in_scenecapture_writtenrender_not_uniformshader_changes_pixels
Limits to consider
Applied after lighting, so it also darkens directly lit areas. Noisy without a blur pass (the per-pixel rotation trades banding for grain). Derivative normals break at object edges and give thin halos there. 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.