[4.3] Compositor Effect Lighting?

Godot Version

v4.3.dev6.mono.official [64520fe67]

Question

Is there a way to get details of the lighting/shading when inside a compositor effect? Like, for example, if I did some raymarching to create a “sphere”, how could I apply the standard Godot lighting to it? (just an example)

The only thing I could think of is perhaps I need to pass textures back from the compute side in the compositor effect and use them in a standard fragment shader on a fullscreen quad? But is that even possible? And if so, doesn’t that kill the performance by passing stuff back and forth like that?

Thanks.

It would be easier to know what kind of effect you’re trying to achieve. Right now you’ve been very vague so it’s hard to help