Creating post-processing effects
Since we are pretending that Clara is visiting a cave that’s got some human traffic in its past that led to having a pier built and sconces hung on the walls, it’s only normal to expect some areas of it to be really dark. We have been placing lights and turning on shadows to improve the visual fidelity of our scene, but we are fighting against the environment; it’s just too bright.
In this section, we’ll study an interesting Godot node that will control the environment or world settings so that you have a much better hold on how your world looks. This kind of process is also referred to as post-processing since its effects are applied after the directly placed elements such as lights, shadows, reflections, and others have been processed. It comes with a lot of settings, and hopefully, this will be clearer after we explore some.
A node for everything
If you are coming from Unity, then the node system Godot uses might...