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.