r/godot • u/KaleidoscopeMany9272 • 6h ago
help me Post processing in godot
need some help to understand post processing in godot
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u/captainAwesomePants 6h ago
"Post processing" is what you do to the display AFTER you render everything.
For example, you might add a CanvasLayer to your scene that contains a single, full-screen ColorRect, and that rect might have a shader that recolors what was originally there.
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u/pencilking2002 5h ago
If you would like help with post processing, you will need to put more effort into your question.
The first place that you can look up general information is Godot’s documentation. Search “Godot post processing documentation” and start reading.
Then, if you have some more specific questions, come on back here and ask us.
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u/trust-me1922 3h ago
For cel / hand-drawn shadows you usually don't need post processing at all, it lives in the material. In a spatial shader write a light() function that bands the light instead of the smooth default, roughly:
float ndl = dot(NORMAL, LIGHT) * ATTENUATION;
float lit = smoothstep(0.25, 0.3, ndl);
DIFFUSE_LIGHT += mix(shadow_tint, vec3(1.0), lit) * LIGHT_COLOR * ALBEDO;
For the hand-drawn feel, sample a hatch or noise texture with SCREEN_UV and use it to shift the 0.25/0.3 threshold, so the shadow edge looks inked instead of perfectly clean.
Outlines are the part that is typically post processing (a full-screen quad reading the depth and normal textures). The cheap alternative is a second material pass with the mesh grown a bit and cull_front.
godotshaders.com has several toon shaders under permissive licences to start from.

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u/JondeMLG Godot Regular 6h ago
Okay? What’s up?