Add a material-based post processing pass
### Describe the project you are working on Implementing RenderingEffects post processing support using the new https://github.com/godotengine/godot/pull/80214 ### Describe the problem or limitation you are having in your project The new rendering effects implementation is a low level API exposed to users. They allow you to string together a number of additional passes and creating features such as customised post processing. A good example of a more complex use case is: https://github.com/BastiaanOlij/RERadialSunRays In many situations however a single pass post process is all that is needed to obtain the desired effect and this could be achieved without exposing the user to the low level complexity of the current implementation. This would help more users make use of this system. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation The idea is to introduce a build in subclass of `RenderingEffects` called `MaterialRenderingEffect` or something to that sorts. This is always going to be a post transparency rendering effect. We introduce a new shader type "rendering_effect" and a new material type for this. The rendering effect can then be configured with the material. By using hints we can control from which buffers we want to read and write, the build in code will obtain the correct buffers from our `RenderSceneBuffersRD` object. We should add on special optional `pong` buffer the effect can use. This will allow the effect to be
Posted by BastiaanOlij on Sep 25, 2023, 2:19 AM
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Add a material-based post processing pass
### Describe the project you are working on Implementing RenderingEffects post processing support using the new https://github.com/godotengine/godot/pull/80214 ### Describe the problem or limitation you are having in your project The new rendering effects implementation is a low level API exposed to users. They allow you to string together a number of additional passes and creating features such as customised post processing. A good example of a more complex use case is: https://github.com/BastiaanOlij/RERadialSunRays In many situations however a single pass post process is all that is needed to obtain the desired effect and this could be achieved without exposing the user to the low level complexity of the current implementation. This would help more users make use of this system. ### Describe the feature / enhancement and how it helps to overcome the problem or limitation The idea is to introduce a build in subclass of `RenderingEffects` called `MaterialRenderingEffect` or something to that sorts. This is always going to be a post transparency rendering effect. We introduce a new shader type "rendering_effect" and a new material type for this. The rendering effect can then be configured with the material. By using hints we can control from which buffers we want to read and write, the build in code will obtain the correct buffers from our `RenderSceneBuffersRD` object. We should add on special optional `pong` buffer the effect can use. This will allow the effect to be
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