From 11422e9f0990997a48b64567359c6c6f7f132afb Mon Sep 17 00:00:00 2001 From: ShinyAdmiral <57238206+ShinyAdmiral@users.noreply.github.com> Date: Mon, 24 Feb 2025 04:04:06 -0600 Subject: [PATCH 1/2] Update custom_postprocessing.rst I just think a little more detail could be added on where to find some of these settings in the nodes. If you have any suggestions on how it could be worded better let me know. --- tutorials/shaders/custom_postprocessing.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/tutorials/shaders/custom_postprocessing.rst b/tutorials/shaders/custom_postprocessing.rst index 8fd8a953c9c..91482dac496 100644 --- a/tutorials/shaders/custom_postprocessing.rst +++ b/tutorials/shaders/custom_postprocessing.rst @@ -23,7 +23,7 @@ Post-processing effects are shaders applied to a frame after Godot has rendered it. To apply a shader to a frame, create a :ref:`CanvasLayer `, and give it a :ref:`ColorRect `. Assign a new :ref:`ShaderMaterial ` to the newly created -``ColorRect``, and set the ``ColorRect``'s layout to "Full Rect". +``ColorRect``, and set the ``Anchors Preset`` to "Full Rect" located in ``ColorRect``'s layout. Your scene tree will look something like this: From e9bb136fd5069e03117dbd2402ea569d31d0cb8e Mon Sep 17 00:00:00 2001 From: ShinyAdmiral <57238206+ShinyAdmiral@users.noreply.github.com> Date: Mon, 24 Feb 2025 19:02:52 -0600 Subject: [PATCH 2/2] Update tutorials/shaders/custom_postprocessing.rst Co-authored-by: tetrapod <145553014+tetrapod00@users.noreply.github.com> --- tutorials/shaders/custom_postprocessing.rst | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/tutorials/shaders/custom_postprocessing.rst b/tutorials/shaders/custom_postprocessing.rst index 91482dac496..2f4fb465ef5 100644 --- a/tutorials/shaders/custom_postprocessing.rst +++ b/tutorials/shaders/custom_postprocessing.rst @@ -23,7 +23,8 @@ Post-processing effects are shaders applied to a frame after Godot has rendered it. To apply a shader to a frame, create a :ref:`CanvasLayer `, and give it a :ref:`ColorRect `. Assign a new :ref:`ShaderMaterial ` to the newly created -``ColorRect``, and set the ``Anchors Preset`` to "Full Rect" located in ``ColorRect``'s layout. +``ColorRect``'s **Material**, and set the ``ColorRect``'s **Layout > Anchors Preset** +to ``Full Rect``. Your scene tree will look something like this: