







The boxes outlined in my first image are the transparent elements with the shader effect applied. In the second image you can see it’s blurring the purple image behind it, but when the box extends below it, the godot editor open behind it does not get blurred.
In this discussion I'm hoping for a new separate node/group of nodes that specificly give the desired effect of blur with all of its parameters/options, thus the dev can easily manage the effect.
Control and Node2D both inherit from CanvasItem, and have a Position/Global Position property, you may be able to use the same script on either node or change what the script extends.
This shader is extremely basic and leans on the mipmap filtering to provide a blur effect on screenspace. Attach it to a TextureRect node and nodes “above” it will be impacted by the blur while nodes “below” it will not be.
A super simple blur effect. Use lod variable to regulate strength. Shader code ... Live Preview ... Tags 2d, blur, simple
1) I've added BackBufferCopy2D before (in scene tree) both of the nodes that use blur shader, I have changed the copy area to viewport. It still doesn't work. 2) I added the controls as children to the corresponding BackCufferCopy2Ds, it still didn't work.
Once found, access the node's properties and enable Y-Sorting. This instructs Godot to sort all objects in the scene based on their Y positions, resolving your sorting issues. Alternatively, for finer control, you can create another canvas item by adding another Node2D within the same scene.
So I'm a little confused by how nesting control nodes in 2d nodes and 2d nodes in control nodes works. I'm not sure when i should have my 2d nodes as children of control nodes, and when to have my control nodes as children of my 2d nodes.
This is a tutorial about a very simple and very performant blur shader for Godot 4. If you just want the shader skip here.







Ответ: #СВОБОДУАССАНДЖУ
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Ответ: и им нив чем нельзя доверять https://www.youtube.com/watch?v=Z9zQxbmY7ew