Recommend `unshaded` render mode for quad in Advanced post-processing
@@ -46,6 +46,8 @@ and sets the vertex position in clip space directly.
.. code-block:: glsl
shader_type spatial;
+ // Prevent the quad from being affected by lighting and fog. This also improves performance.
+ render_mode unshaded, disable_fog;
void vertex() {
POSITION = vec4(VERTEX.xy, 1.0, 1.0);