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Quick Information

This is a postprocessing shader using viewports.It can smoothen the specular on the margin of 3d models(also support 2d pictures), to make it less sharp.The repo contains the shader and the demo scene(res://main/Main.tscn).
Godot-AntiSpecularNoise
使用Viewport实现后处理。
模型的边缘、折角处有时会充斥白色的小亮点,数量一多就会看起来很杂乱。
我个人管它叫高光噪点。
这些噪点可以使用后处理技术识别出来(孤立亮点判断),并平滑(与相邻点进行均值滤波)。
高金属度、低粗糙度、较黑的材质 再配合highlight属性比较高的灯光节点 更容易出现这种高光噪点。
以下是举例:
Origin 原图:
Manual-Marked 手动标记:
Shader-Marked Shader标记:
Enable-AntiSpecularNoise 启用高光噪声平滑:
This is a postprocessing shader using viewports.
It can smoothen the specular on the margin of 3d models(also support 2d pictures), to make it less sharp.
The repo contains the shader and the demo scene(res://main/Main.tscn).
Reviews
Quick Information

This is a postprocessing shader using viewports.It can smoothen the specular on the margin of 3d models(also support 2d pictures), to make it less sharp.The repo contains the shader and the demo scene(res://main/Main.tscn).