Godot Version
4.3.stable
Question
Hello, I am trying to create an effect where a player’s view is in one dimension then through opacity, fades into another world. (but objects have consistent locations between the two)
Previously I just did this by changing the alpha through each objects spatial material, but this doesn’t work because it puts each object into the transparency pipeline even when not fading between them. So there’s flickering even when not fading.
Now I’m thinking to create two cameras with different cull masks, and use two viewports and fade the opacity of each viewport when doing the effect.
However I’m wondering what would be most performant because I have a lot of compositor effects and am thinking if they would be calculated twice for each camera if the compositor effects are on the world node (or should the compositor effects be on the cameras?).
The only other I can think of if somehow I can feed a culling mask into a compositor effect directly.
Which one do you think would be best? Thank you very much.