Due to certain stuff happening in my life, i cannot maintain this project by myself, at least not right now. if you'd like to become a maintainer, please contact me thru my email: korin@itskorin.online or by creating a new Issue
Worm regards, Korin.
Some more info
Is this project abandoned?
I will not be archiving this repository as i am NOT abandoning it, im just taking a break, sadly.After moving from Unity to Godot in late 2019, I've felt like there was a lack of post-processing tooling. In February 2024 I decided to make and publish this simple add-on.
- Custom CanvasLayer node, "PostProcess".
- 2D/3D support.
- Custom resource type to save preset configurations, "PostProcessPreset".
- Ability to dynamically modify effects through code.
- ASCII (Monochromatic / Render everything as ASCII text) (for now uses only:
.:-+*=%@#
). - Chromatic Aberration
- Blur
- Vignette
- Glitch (Animated)
- Outline (Not the best implementation, still being worked on).
- Screen Shake
- Analog Monitor
- Grain (Animated)
- Circular Waves / Speed Lines (Low Quality, still being worked on).
- Fish eye effect.
- CRT/VHS
- Effect Presets
- More Effects like:
Color Grading
,Dithering
,Motion Blur
, etc. - Smooth transitions between previous and future effect states (ex: 0 blur slowly rising to 100) see Section: Changing Effects Through Code.
Simply add the custom PostProcess node to the scene tree directly or through code. Set the "Configuration" property of the PostProcess to a PostProcessPreset (either pre-made or instantiated on-the-spot) and run the game. The add-on uses some simple "Screen Space" shaders to apply the desired effects.
All values can be modified during runtime and the changes will be applied immediately. This applies to on/off states as well as numbered parameters. All effects can be applied in parallel and work together well.
(NOTE: Effects are applied on rendering layers: 99-120, so i suggest putting UI above 120 and anything else like player, world etc. under 99!)
In this example, we enable/disable ScreenShake!
extends Node3D
func _process(_delta) -> void:
# Check if Screen Shake is enabled
if $PostProcess.configuration.ScreenShake:
# Change the Screen Shake Power by 0.1 each frame
$PostProcess.configuration.ScreenShakePower += 0.1
# if Screen Shake Power is bigger than 2, change it back to 0!
if $PostProcess.configuration.ScreenShakePower >= 2:
$PostProcess.configuration.ScreenShakePower = 0
# if key T is pressed, Toggle Screen Shake
if Input.is_key_pressed(KEY_T):
if $PostProcess.configuration.ScreenShake:
$PostProcess.configuration.ScreenShake = false
else:
$PostProcess.configuration.ScreenShake = true
This also works with other effects like:
ASCII
, Blur
, ChromaticAberration
, FishEye
, etc...
Normal: ASCII: Chromatic Aberration: Vignette: Glitch: Outline: Grain: