I am trying to use the in-built post processing effects attached to a Camera3D while also applying a custom post processing effect to run in combination with the other effects.
I have read tutorials on how to create custom post processing effects, like the one found on the official docs. It tells me to create a MeshInstance with a QuadMesh (well, in Godot 4.0, it is actually now a PlaneMesh) and transform it into clip space.
For one, the transformation explained in the docs did not work, the quad just disappeared when I applied the following vertex shader and applied a large value to extra_cull_margin
:
shader_type spatial;
render_mode cull_disabled, unshaded;
void vertex() {
POSITION = vec4(VERTEX, 1.0);
}
Then, I managed to work around this by actually manually rotating the plane such that it faces the camera and with a Z offset of something small but larger than the camera near field.
The issue is that with this plane in front, none of the world environment post processing effects work. Now, I think it might work better if I get the transform working of the quad to clip space, but it doesn't work for me.
Has anyone tried this yet for Godot 4.0 beta 1?