You need to create any mesh and set it as the node for rendering the scene. The code works by rendering the scene onto a mesh that’s projected in front of the camera.
SamGrady
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The license is CC BY 4.0, so you can use it in your game. Just make sure to credit me in the credits (either in the credits list or a doc file). If you plan to sell the models or distribute them in any other way, it’s recommended to include a link to this model pack. Otherwise, just mentioning 'Sam Grady' somewhere in the product is enough
I don’t get what the issue is — how to use it is explained in the descriptions, just re-read them. In the updated CopperCube Screen Shader Extension, you can now switch cameras without any problems. If you want to use multiple different effects, then yeah, you’ll need to combine them into a single shader and write a callback to switch between the effects.
Looks like not... You can download the demo and just rip the models from it, there are programs for that, Google it... I just live in a not-so-great country, and it seems I can’t get paid through itch.io... I need to delete this asset pack from the site, I keep forgetting.
Or maybe I’ll just make it free...
"So in case I want to press the Up,Up,Up 3 times where upon pressing each Up, I want a UI corresponding to each UP pressed to become visible, how do I achieve that?" - Since this works as a buffer, just do three checks using InputBufferPress. If VK_UP is pressed once, trigger one action; if pressed twice, trigger another; and if pressed three times, trigger a third action.
As for "Also, how can I make the UI invisible if the player is not quick enough to press the buttons in succession?", that’s a less standard situation. You’ll need to build the logic yourself depending on how you handle the UI and its visibility triggers.
The shader uses a 4x4 Bayer matrix for dithering:
The code is open and available for review, so you can check out the implementation directly. You can read more about dithering and the Bayer matrix here: https://en.wikipedia.org/wiki/Ordered_dithering



























