This uses a raster shader approach so it does have limitations compared to the compute shader approach used on Forward+.
For more complex effects this will usually involve making a copy of the color buffer or doing a buffer ping-pong.
I think it's also starting to become time to make some videos on the basics of using it. There are still things missing before an official release but it's getting close.
After many requests I finally had a reason to do a sample compositor effect on the mobile renderer.
codeberg.org/BastiaanOlij...
cc @passivestar.bsky.social , not sure if you do much with the mobile renderer but I'm sure you can have some fun with this.
An overview of the results of the fifth Godot XR Community Game Jam is up on the #godotengine blog!!
godotengine.org/article/godo...
There currently is a bug in 4.6 around using scene data, @stuartcarnie.bsky.social and I are on top of that.
The sample also shows how to use push constants so it's possible to work around the scene data issues. Scene data is included in the example because it is a very powerful feature.
Apple showing off Godots visionPro support using Blenders project DogWalk ported to reality kit.
It's a brief segment during this keynote showing both this running and what is currently available, we'll be talking more about what this all entails soon!
www.youtube.com/watch?v=S_qt...
Apple is giving Godot some love during WWDC for sure, also announced are these two plugins that they have made available on their GitHub Page.
Godot support for RealityKit and Phase Spatial Audio!
github.com/apple/plugin...
I've also added some example code to show how this can be used with blending. This is a great template to build some advanced fog features on:
codeberg.org/BastiaanOlij...
Finally got the snap zone logic in XRT2 working pretty much the way I wanted. Fairly happy with the end result.
Needs more testing and more complex things built with it but on a whole, I'm chuffed.