I’m trying to make a shader that slowly fades to white (this isn’t the actual goal, just a simple example to reproduce the issue I’m seeing). This shader is attached (with a ShaderMaterial) to a Polygon2D which is the only child of the main node2D.
The output does not fade to white, but stays the same constant gray color forever.
I made those changes but I’m still seeing the same thing. No matter how long this runs it always stays the same dark gray. I thought this was supposed to fade to white, getting 10% closer to all white every step.
Godot Shading language has a special texture to access the already rendered contents of the screen. It is used by specifying a hint when declaring a sampler2D uniform: hint_screen_texture.