+1 vote

I would like to create a shadow catcher whose shadow is blurred. I tried to do it in a single shader pass, but didn't manage to.

I now would like to create a shader with multiple passes, where initially I would create the sharp shadow (which I know how to do), and then, in the next pass, read the original shadow and apply some blurring on top.

Is it possible to store the results of the original pass to some buffer and get access to it in the following pass?

Godot version 3.5-stable
in Engine by (98 points)

It wasn't possible in 3.4 and I doubt it is there in 3.5.

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