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| 1 | +.. _doc_xr_postprocessing: |
| 2 | + |
| 3 | +XR post-processing |
| 4 | +================== |
| 5 | + |
| 6 | +When adding custom post-processing effects to your XR application, the full screen quad |
| 7 | +method used in the :ref:`advanced post-processing tutorial <doc_advanced_postprocessing>` |
| 8 | +is very useful. However, when creating an effect that is centered straight ahead in the user's view |
| 9 | +(such as a vignette effect), the end result may look incorrect. |
| 10 | + |
| 11 | +Applying the projection matrix |
| 12 | +------------------------------ |
| 13 | + |
| 14 | +Below shows two captures of the right-eye view with a vignette shader. The left capture is an |
| 15 | +unmodified shader; the right capture adjusts the full screen quad using the projection matrix. |
| 16 | +This adjustment is what we're looking for. |
| 17 | + |
| 18 | +.. image:: img/xr_postprocessing_vignette_before_after.webp |
| 19 | + |
| 20 | +To properly center the post-processing effect, the ``POSITION`` of the full screen quad |
| 21 | +needs to take the asymmetric field of view into account. To do this while also ensuring the quad |
| 22 | +has full coverage of the entire render target, we can subdivide the quad and apply the projection matrix |
| 23 | +to the inner vertices. Let's increase the subdivide width and depth of the quad. |
| 24 | + |
| 25 | +.. image:: img/xr_postprocessing_quad.webp |
| 26 | + |
| 27 | +Then, in the vertex function of our shader, we apply an offset from the projection matrix to |
| 28 | +the inner vertices. Here's an example of how you might do this with a simple vignette shader: |
| 29 | + |
| 30 | +.. code-block:: glsl |
| 31 | +
|
| 32 | + shader_type spatial; |
| 33 | + render_mode depth_test_disabled, skip_vertex_transform, unshaded, cull_disabled; |
| 34 | +
|
| 35 | + void vertex() { |
| 36 | + vec2 vert_pos = VERTEX.xy; |
| 37 | +
|
| 38 | + if (length(vert_pos) < 0.99) { |
| 39 | + vec4 offset = PROJECTION_MATRIX * vec4(0.0, 0.0, 1.0, 1.0); |
| 40 | + vert_pos += (offset.xy / offset.w); |
| 41 | + } |
| 42 | +
|
| 43 | + POSITION = vec4(vert_pos, 1.0, 1.0); |
| 44 | + } |
| 45 | +
|
| 46 | + void fragment() { |
| 47 | + ALBEDO = vec3(0.0); |
| 48 | + ALPHA = dot(UV * 2.0 - 1.0, UV * 2.0 - 1.0) * 2.0; |
| 49 | + } |
| 50 | +
|
| 51 | +
|
| 52 | +.. note:: For more info on asymmetric FOV and its purpose, see this |
| 53 | + `Meta Asymmetric Field of View FAQ <https://developers.meta.com/horizon/documentation/unity/unity-asymmetric-fov-faq/>`_. |
| 54 | + |
| 55 | +Limitations |
| 56 | +----------- |
| 57 | + |
| 58 | +Currently, custom post-processing effects that require reading from the screen texture effectively disable all |
| 59 | +rendering performance optimizations in XR. This is because, when reading from the screen texture, |
| 60 | +Godot makes a full copy of the render buffer. Since this may create performance issues, it is recommended |
| 61 | +that custom effects be limited to per-pixel ones such as the above vignette shader. |
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