godot-screen-effects

Create Godot 4.x fullscreen post-process rigs with shader buffer access.

8|3|Updated Jun 12, 2026
One-click install
npx skills add https://github.com/arthur0n/xenodot-forge --skill godot-screen-effects
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: godot-screen-effects
Source: https://github.com/arthur0n/xenodot-forge/tree/main/plugin/skills/godot-screen-effects
Command: npx skills add https://github.com/arthur0n/xenodot-forge --skill godot-screen-effects

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill helps you create reliable screen-space post-processing effects in Godot 4.x without the usual trial-and-error around quad setup, depth reads, and buffer sampling.

Core Features & Use Cases

  • Fullscreen Post-Process Rig: Set up the camera-child quad that covers the entire viewport and runs a spatial shader as a post-process pass.
  • Screen, Depth, and Normal Sampling: Read and decode screen, depth, and normal buffers for outlines, fog, edge detection, and depth visualization.
  • Renderer-Aware Guidance: Handles Godot 4.3 reversed-Z depth and warns when Forward+ is required for normal-buffer access.
  • Use Case: Use it when a post-process shader only affects a small square, when depth appears all white or all black, or when you need a clean foundation for outline and edge effects.

Quick Start

Ask for a Godot 4.3 post-process setup that adds the fullscreen quad rig and prepares the shader for screen, depth, and normal texture access.

Frequently Asked Questions about godot-screen-effects

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I set up post-processing in Godot 4 so the shader affects the full screen?

Godot 4 post-processing requires a fullscreen quad rig attached as a camera child to cover the entire viewport and run a spatial shader as a post-process pass. This ensures reliable full-screen coverage for your effects.

Why does my depth buffer appear all white or all black in Godot?

Your depth buffer appears all white or black because Godot 4.3 uses reversed-Z depth linearization. Correctly decoding and linearizing the reversed-Z depth buffer resolves this visual issue in screen-space effects.

Does Godot screen-space normal sampling require the Forward+ renderer?

Yes, screen-space normal sampling in Godot requires the Forward+ renderer for normal-buffer access. Renderer-aware guidance confirms that normal buffer reads are restricted when using other rendering pipelines.

How do I read screen and depth buffers for edge detection in Godot?

Reading screen and depth buffers for edge detection in Godot involves setting up a fullscreen quad rig and using a spatial shader buffer access layer to decode depth and normal textures for your post-process pass.

Can I use a SubViewport pipeline for Godot post-process effects?

Yes, you can use a SubViewport pipeline for Godot post-process effects. The fullscreen quad rig and shader conventions apply inside both a 3D camera and SubViewport pipeline for screen-space tasks.