Post Effect
Applies its Material shader to the whole screen: built-in vignette, CRT, pixelate, chromatic aberration, or your own. Several chain in order.
Type: PostEffectNode · Category: Graphics & Rendering · Also found as: posteffect, post_effect
Settings
Section titled “Settings”A Post Effect’s settings are its Material (Inspector > Material): the
shader applied to the whole screen and its parameters. Built-in shaders:
builtin:vignette (the default), builtin:crt, builtin:pixelate,
builtin:chromatic, builtin:grayscale, builtin:wave, builtin:flash,
builtin:dissolve, builtin:outline, builtin:passthrough - or a .fs
fragment shader of your own.
Several post effects chain in tree order; disable one (its enabled toggle) to skip it. A hit flash, for example:
-- On the player, with a PostEffect child named "Flash" (builtin:flash), disabled.function Player:hurt() self.flash = self.node:get_node("Flash") self.flash.enabled = true self.flash_left = 0.1 -- secondsend
function Player:update(dt) if self.flash_left then self.flash_left = self.flash_left - dt if self.flash_left <= 0 then self.flash.enabled = false self.flash_left = nil end endendProperties
Section titled “Properties”No reflected properties of its own: its settings are described above.
Plus the common properties every node has.
In a scene file
Section titled “In a scene file”{ "type": "PostEffectNode", "name": "PostEffect", "position": [ 0, 0 ]}