It's Good thing to have a Post processing volume like Unreal Engine
Can you please be more descriptive? Explain as if we've never used Unreal before.
@aaronfranke it's a Box volume contain Post process Parameters , when the Camera ( Any camera ) enter that Volume ( Enter inside the box ) it Change the main Post process parameters in the Scene based on the ones in that Volume
Here is a simple Video Explain it better
https://youtu.be/i9bnPStLYfk?t=92
Edit : BTW you can put multiple Post Process Volumes in the Scene
Hi, if you need this feature maybe you could emulate it in code with an area collider and modifing the worldenviroment or the camera enviroment on enter and exit of the area collider signals.
@evandropoa i can do that in game , the problem is i don't know how to do it in Editor , and the second thing is it will be awesome if it implemented officially in the Engine because if i did it , maybe no one or few people will see it
This is one of the reasons why I wanted to split WorldEnvironment into effects and post processing eventually, so you can animate or switch between post processes and leave other parameters such as SSR/SSAO/etc alone.
Yep, independent post processing it麓s the right thing to do, it will open many other possibilities for effects in code and plugins.
Feature proposals should now be filed under https://github.com/godotengine/godot-proposals with details about the use case. Closing this, but if anyone wants this feature and it's not tracked yet on godot-proposals, feel free to open one there.
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This is one of the reasons why I wanted to split WorldEnvironment into effects and post processing eventually, so you can animate or switch between post processes and leave other parameters such as SSR/SSAO/etc alone.