advanced_postprocessing.rst 8.8 KB

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  1. .. _doc_advanced_postprocessing:
  2. Advanced post-processing
  3. ========================
  4. Introduction
  5. ------------
  6. This tutorial describes an advanced method for post-processing in Godot.
  7. In particular, it will explain how to write a post-processing shader that
  8. uses the depth buffer. You should already be familiar with post-processing
  9. generally and, in particular, with the methods outlined in the :ref:`custom post-processing tutorial <doc_custom_postprocessing>`.
  10. In the previous post-processing tutorial, we rendered the scene to a :ref:`Viewport <class_Viewport>`
  11. and then rendered the Viewport in a :ref:`SubViewportContainer <class_SubViewportContainer>`
  12. to the main scene. One limitation of this method is that we could not access the
  13. depth buffer because the depth buffer is only available in shaders and
  14. Viewports do not maintain depth information.
  15. Full screen quad
  16. ----------------
  17. In the :ref:`custom post-processing tutorial <doc_custom_postprocessing>`, we
  18. covered how to use a Viewport to make custom post-processing effects. There are
  19. two main drawbacks of using a Viewport:
  20. 1. The depth buffer cannot be accessed
  21. 2. The effect of the post-processing shader is not visible in the editor
  22. To get around the limitation on using the depth buffer, use a :ref:`MeshInstance3D <class_MeshInstance3D>`
  23. with a :ref:`QuadMesh <class_QuadMesh>` primitive. This allows us to use a
  24. shader and to access the depth texture of the scene. Next, use a vertex shader
  25. to make the quad cover the screen at all times so that the post-processing
  26. effect will be applied at all times, including in the editor.
  27. First, create a new MeshInstance3D and set its mesh to a QuadMesh. This creates
  28. a quad centered at position ``(0, 0, 0)`` with a width and height of ``1``. Set
  29. the width and height to ``2`` and enable **Flip Faces**. Right now, the quad
  30. occupies a position in world space at the origin. However, we want it to move
  31. with the camera so that it always covers the entire screen. To do this, we will
  32. bypass the coordinate transforms that translate the vertex positions through the
  33. difference coordinate spaces and treat the vertices as if they were already in
  34. clip space.
  35. The vertex shader expects coordinates to be output in clip space, which are coordinates
  36. ranging from ``-1`` at the left and bottom of the screen to ``1`` at the top and right
  37. of the screen. This is why the QuadMesh needs to have height and width of ``2``.
  38. Godot handles the transform from model to view space to clip space behind the scenes,
  39. so we need to nullify the effects of Godot's transformations. We do this by setting the
  40. ``POSITION`` built-in to our desired position. ``POSITION`` bypasses the built-in transformations
  41. and sets the vertex position directly.
  42. .. code-block:: glsl
  43. shader_type spatial;
  44. void vertex() {
  45. POSITION = vec4(VERTEX, 1.0);
  46. }
  47. Even with this vertex shader, the quad keeps disappearing. This is due to frustum
  48. culling, which is done on the CPU. Frustum culling uses the camera matrix and the
  49. AABBs of Meshes to determine if the Mesh will be visible *before* passing it to the GPU.
  50. The CPU has no knowledge of what we are doing with the vertices, so it assumes the
  51. coordinates specified refer to world positions, not clip space positions, which results
  52. in Godot culling the quad when we turn away from the center of the scene. In
  53. order to keep the quad from being culled, there are a few options:
  54. 1. Add the QuadMesh as a child to the camera, so the camera is always pointed at it
  55. 2. Set the Geometry property ``extra_cull_margin`` as large as possible in the QuadMesh
  56. The second option ensures that the quad is visible in the editor, while the first
  57. option guarantees that it will still be visible even if the camera moves outside the cull margin.
  58. You can also use both options.
  59. Depth texture
  60. -------------
  61. To read from the depth texture, we first need to create a texture uniform set to the depth buffer
  62. by using ``hint_depth_texture``.
  63. .. code-block:: glsl
  64. uniform sampler2D depth_texture : source_color, hint_depth_texture;
  65. Once defined, the depth texture can be read with the ``texture()`` function.
  66. .. code-block:: glsl
  67. float depth = texture(depth_texture, SCREEN_UV).x;
  68. .. note:: Similar to accessing the screen texture, accessing the depth texture is only
  69. possible when reading from the current viewport. The depth texture cannot be
  70. accessed from another viewport to which you have rendered.
  71. The values returned by ``depth_texture`` are between ``0.0`` and ``1.0`` and are nonlinear.
  72. When displaying depth directly from the ``depth_texture``, everything will look almost
  73. white unless it is very close. This is because the depth buffer stores objects closer
  74. to the camera using more bits than those further, so most of the detail in depth
  75. buffer is found close to the camera. In order to make the depth value align with world or
  76. model coordinates, we need to linearize the value. When we apply the projection matrix to the
  77. vertex position, the z value is made nonlinear, so to linearize it, we multiply it by the
  78. inverse of the projection matrix, which in Godot, is accessible with the variable
  79. ``INV_PROJECTION_MATRIX``.
  80. Firstly, take the screen space coordinates and transform them into normalized device
  81. coordinates (NDC). NDC run ``-1.0`` to ``1.0`` in ``x`` and ``y`` directions and
  82. from ``0.0`` to ``1.0`` in the ``z`` direction when using the Vulkan backend.
  83. Reconstruct the NDC using ``SCREEN_UV`` for the ``x`` and ``y`` axis, and
  84. the depth value for ``z``.
  85. .. note::
  86. This tutorial assumes the use of the Vulkan renderer, which uses NDCs with a Z-range
  87. of ``[0.0, 1.0]``. In contrast, OpenGL uses NDCs with a Z-range of ``[-1.0, 1.0]``.
  88. .. code-block:: glsl
  89. void fragment() {
  90. float depth = texture(depth_texture, SCREEN_UV).x;
  91. vec3 ndc = vec3(SCREEN_UV * 2.0 - 1.0, depth);
  92. }
  93. Convert NDC to view space by multiplying the NDC by ``INV_PROJECTION_MATRIX``.
  94. Recall that view space gives positions relative to the camera, so the ``z`` value will give us
  95. the distance to the point.
  96. .. code-block:: glsl
  97. void fragment() {
  98. ...
  99. vec4 view = INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
  100. view.xyz /= view.w;
  101. float linear_depth = -view.z;
  102. }
  103. Because the camera is facing the negative ``z`` direction, the position will have a negative ``z`` value.
  104. In order to get a usable depth value, we have to negate ``view.z``.
  105. The world position can be constructed from the depth buffer using the following code. Note
  106. that the ``INV_VIEW_MATRIX`` is needed to transform the position from view space into world space, so
  107. it needs to be passed to the fragment shader with a varying.
  108. .. code-block:: glsl
  109. varying mat4 CAMERA;
  110. void vertex() {
  111. CAMERA = INV_VIEW_MATRIX;
  112. }
  113. void fragment() {
  114. ...
  115. vec4 world = CAMERA * INV_PROJECTION_MATRIX * vec4(ndc, 1.0);
  116. vec3 world_position = world.xyz / world.w;
  117. }
  118. An optimization
  119. ---------------
  120. You can benefit from using a single large triangle rather than using a full
  121. screen quad. The reason for this is explained `here <https://michaldrobot.com/2014/04/01/gcn-execution-patterns-in-full-screen-passes>`_.
  122. However, the benefit is quite small and only beneficial when running especially
  123. complex fragment shaders.
  124. Set the Mesh in the MeshInstance3D to an :ref:`ArrayMesh <class_ArrayMesh>`. An
  125. ArrayMesh is a tool that allows you to easily construct a Mesh from Arrays for
  126. vertices, normals, colors, etc.
  127. Now, attach a script to the MeshInstance3D and use the following code:
  128. ::
  129. extends MeshInstance3D
  130. func _ready():
  131. # Create a single triangle out of vertices:
  132. var verts = PackedVector3Array()
  133. verts.append(Vector3(-1.0, -1.0, 0.0))
  134. verts.append(Vector3(-1.0, 3.0, 0.0))
  135. verts.append(Vector3(3.0, -1.0, 0.0))
  136. # Create an array of arrays.
  137. # This could contain normals, colors, UVs, etc.
  138. var mesh_array = []
  139. mesh_array.resize(Mesh.ARRAY_MAX) #required size for ArrayMesh Array
  140. mesh_array[Mesh.ARRAY_VERTEX] = verts #position of vertex array in ArrayMesh Array
  141. # Create mesh from mesh_array:
  142. mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, mesh_array)
  143. .. note:: The triangle is specified in normalized device coordinates.
  144. Recall, NDC run from ``-1.0`` to ``1.0`` in both the ``x`` and ``y``
  145. directions. This makes the screen ``2`` units wide and ``2`` units
  146. tall. In order to cover the entire screen with a single triangle, use
  147. a triangle that is ``4`` units wide and ``4`` units tall, double its
  148. height and width.
  149. Assign the same vertex shader from above and everything should look exactly the same.
  150. The one drawback to using an ArrayMesh over using a QuadMesh is that the ArrayMesh
  151. is not visible in the editor because the triangle is not constructed until the scene
  152. is run. To get around that, construct a single triangle Mesh in a modeling program
  153. and use that in the MeshInstance3D instead.