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.. _doc_advanced_postprocessing:
Advanced post-processing
========================
Introduction
------------
This tutorial describes an advanced method for post-processing in Godot.
In particular, it will explain how to write a post-processing shader that
uses the depth buffer. You should already be familiar with post-processing
generally and, in particular, with the methods outlined in the :ref:`custom post-processing tutorial <doc_custom_postprocessing>`.
In the previous post-processing tutorial we rendered the scene to a :ref:`Viewport <class_Viewport>`
and then rendered the Viewport in a :ref:`ViewportContainer <class_ViewportContainer>`
to the main scene. One limitation of this method is that we could not access the
depth buffer because the depth buffer is only available in spatial shaders and
Viewports do not maintain depth information.
Full screen quad
----------------
In the :ref:`custom post-processing tutorial <doc_custom_postprocessing>` we
covered how to use a Viewport to make custom post-processing effects. There are
two main drawbacks of using a Viewport:
1. The depth buffer cannot be accessed
2. The effect of the post-processing shader is not visible in the editor
To get around the limitation on using the depth buffer, use a :ref:`MeshInstance <class_MeshInstance>`
with a :ref:`QuadMesh <class_QuadMesh>` primitive. This allows us to use a spatial
shader and to access the depth texture of the scene. Next, use a vertex shader
to make the quad cover the screen at all times so that the post-processing
effect will be applied at all times, including in the editor.
First, create a new MeshInstance and set its mesh to a QuadMesh. This creates a quad
centered at position ``(0, 0, 0)`` with a width and height of ``1``. Set the width
and height to ``2``. Right now the quad occupies a position in world space at the
origin, however, we want it to move with the camera so that it always covers the
entire screen. To do this, we will bypass the coordinate transforms that translate
the vertex positions through the difference coordinate spaces and treat the vertices
as if they were already in clip space.
The vertex shader expects coordinates to be output in clip space, which are coordinates
ranging from ``-1`` at the left and bottom of the screen to ``1`` at the top and right
of the screen. This is why the QuadMesh needs to have height and width of ``2``.
Godot handles the transform from model to view space to clip space behind the scenes,
so we need to nullify the effects of Godot's transformations.
First, set ``render_mode`` to ``skip_vertex_transform``, which removes the transformation
from model space to view space. Godot handles the transformation from view space to clip space
behind the scenes with the ``PROJECTION_MATRIX`` even when ``skip_vertex_transform`` is set.
Nullify the projection matrix by setting it to the `identity matrix <https://en.wikipedia.org/wiki/Identity_matrix>`_.
In Godot this is done by passing a `1` to a ``mat4``.
.. code-block:: glsl
shader_type spatial;
render_mode skip_vertex_transform, unshaded;
void vertex() {
PROJECTION_MATRIX = mat4(1.0);
}
Even with this vertex shader the quad keeps disappearing. This is due to frustum
culling which is done on the CPU. Frustum culling uses the camera matrix and the
AABBs of Meshes to determine if the Mesh will be visible *before* passing it to the GPU.
The CPU has no knowledge of what we are doing with the vertices so it assumes the
coordinates specified refer to world positions, not clip space positions, which results
in Godot culling the quad when we turn away from the center of the scene. In
order to keep the quad from being culled there are a few options:
1. Add the QuadMesh as a child to the camera, so the camera is always pointed at it
2. Make the AABB as large as possible so it can always be seen
The second option ensures that the quad is visible in the editor. While the first
option guarantees that it will still be visible even if the camera moves outside the AABB.
You can also use both options.
Depth texture
-------------
To read from the depth texture, perform a texture lookup using ``texture()`` and
the uniform variable ``DEPTH_TEXTURE``.
.. code-block:: glsl
float depth = texture(DEPTH_TEXTURE, SCREEN_UV).x;
.. note:: Similar to accessing the screen texture, accessing the depth texture is only
possible when reading from the current viewport. The depth texture cannot be
accessed from another viewport you have rendered to.
The values returned by ``DEPTH_TEXTURE`` are between ``0`` and ``1`` and are nonlinear.
When displaying depth directly from the ``DEPTH_TEXTURE`` everything will look almost
white unless it is very close. This is because the depth buffer stores objects closer
to the camera using more bits than those further, so most of the detail in depth
buffer is found close to the camera. In order to make the depth value align with world or
model coordinates we need to linearise the value. When we apply the projection matrix to the
vertex position the z value is made nonlinear, so to linearise it we multiply it by the
inverse of the projection matrix which in Godot is accessible with the variable
``INV_PROJECTION_MATRIX``
First take the screen space coordinates and transform them into normalized device
coordinates (NDC). NDC run from ``-1`` to ``1``, similar to clip space coordinates.
Reconstruct the NDC using ``SCREEN_UV`` for the ``x`` and ``y`` axis, and
the depth value for ``z``.
.. code-block:: glsl
void fragment() {
float depth = texture(DEPTH_TEXTURE, SCREEN_UV).x;
vec3 ndc = vec3(SCREEN_UV, depth) * 2.0 - 1.0;
}
Convert NDC to view space by multiplying the NDC by ``INV_PROJECTION_MATRIX``.
Recall that view space gives positions relative to the camera so the ``z`` value will give us
the distance to the point.
.. code-block:: glsl
void fragment() {
...
vec4 view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
view.xyz /= view.w;
float linear_depth = -view.z;
}
Because the camera is facing the negative ``z`` direction the position will have a negative ``z`` value.
In order to get a usable depth value we have to negate ``view.z``.
The world position can be constructed from the depth buffer using the following code. Note
that the ``CAMERA_MATRIX`` is needed to transform the position from view space into world space so
it needs to be passed to the fragment shader with a varying.
.. code-block:: glsl
varying mat4 CAMERA;
void vertex() {
CAMERA = CAMERA_MATRIX;
}
void fragment() {
...
vec4 world = CAMERA * INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
vec3 world_position = world.xyz / world.w;
}
An optimization
---------------
You can benefit from using a single large triangle rather than using a full
screen quad. The reason for this is explained `here <https://michaldrobot.com/2014/04/01/gcn-execution-patterns-in-full-screen-passes>`_.
However, the benefit is quite small and only beneficial when running especially
complex fragment shaders.
Set the Mesh in the MeshInstance to an :ref:`ArrayMesh <class_ArrayMesh>`. An
ArrayMesh is a tool that allows you to easily construct a Mesh from Arrays for
vertices, normals, colors, etc.
Now, attach a script to the MeshInstance and use the following code:
::
extends MeshInstance
func _ready():
# Create a single triangle out of vertices
var verts = PoolVector3Array()
verts.append(Vector3(-1.0, -1.0, 0.0))
verts.append(Vector3(-1.0, 3.0, 0.0))
verts.append(Vector3(3.0, -1.0, 0.0))
# Create an array of arrays
# This could contain normals, colors, uvs, etc.
var mesh_array = []
mesh_array.resize(Mesh.ARRAY_MAX) #required size for ArrayMesh Array
mesh_array[Mesh.ARRAY_VERTEX] = verts #position of vertex array in ArrayMesh Array
# Create mesh from mesh_array
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, mesh_array)
.. note:: The triangle is specified in normalized device coordinates. Recall, NDC run
from ``-1`` to ``1`` in both the ``x`` and ``y`` directions. This makes the screen
``2`` units wide and ``2`` units tall. In order to cover the entire screen with
a single triangle, use a triangle that is ``4`` units wide and ``4``
units tall, double its height and width.
Assign the same vertex shader from above and everything should look exactly the same.
The one drawback to using an ArrayMesh over using a QuadMesh is that the ArrayMesh
is not visible in the editor because the triangle is not constructed until the scene
is run. To get around that, construct a single triangle Mesh in a modelling program
and use that in the MeshInstance instead.