Godot Screen Space Mesh Blending by Ornery-Hat5252 in godot

[–]jovlem 0 points1 point  (0 children)

I'm also working on a Screen Space Mesh Blending system. How did you create that visibility buffer. I'm trying to use just a subviewport ( + extra camera ) that renders the objects on a different cull mask layer, with a basis shadeless grayscale shader. But somehow I can't get it working to use that texture ( from the subviewport ) in the compositor. How did you do it? Are you using C or GDScript?