Screen-space light shafts from the sky
In your harnessGodot shaderMIT
Crepuscular rays as a post process: sky pixels near the sun become light sources, and each pixel marches toward the sun's screen position accumulating them with decay, so objects cut dark shafts into the glow.

What it takes and gives
- Shader type
- spatial
- Render modes
- unshaded, cull_disabled, depth_test_disabled, depth_draw_never, skip_vertex_transform, fog_disabled
- Parameters
- screen_texture (sampler2D), depth_texture (sampler2D), sun_azimuth_degrees (float = 8), sun_elevation_degrees (float = 9), ray_color (vec4 = 1, 0.86, 0.6, 1), samples (int = 48), density (float = 0.85), decay (float = 0.965) and 4 more
- Use it on
- A MeshInstance3D with a 2 x 2 QuadMesh,
material.tresas its material override and a large extra cull margin, as indemo.tscn. - Result
- Warm shafts of light streaming from a glow near the horizon between the pillars.
- Renderers
- compatibility: compiled and rendered, forward plus: not verified, mobile: not verified
- Placement
- res://baltor/godot_shaders/post_light_scattering/
Limits. Only works while the sun is on or near the screen; rays fade when it leaves. Light sources are sky pixels, so bright emissive objects do not cast rays. Long marches at high resolution are costly. The pass reads Godot's screen texture after opaque geometry, so transparent objects drawn after it are not processed and its order among other transparent passes is not controlled.
Details
- Kind
- Godot shader
- Engine
- Godot 4.3 or later
- Files
- 11 files, 83.1 KB
- Licence
- MIT
- Declared effects
- reads files, runs commands
- Checked with
- Godot 4.7.2, opengl3 compatibility (Mesa llvmpipe, Xvfb)
- Checks
- contract static, engine run, engine log clean, shader in scene, capture written, render not uniform, shader changes pixels
- Techniques
- Light scattering as a post process (radial march with decay, after Mitchell 2007), Projection of a direction to the screen, Depth-based sky mask
- Tags
- godot shader, spatial, post-process, god rays, light shafts, crepuscular rays, sun, full-screen
- Identity
library.supply.creative_originals.5a436d685dcb4932be940530.f2526a97df3a73ac- Version
f2526a97df3a73ac61536179ab06719874f4c8d3bc27552d391099117b1a7195
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
Something wrong with this item, its rights or its safety? Report it on the support page, or from your harness after a download.


