BackBufferCopy in Godot – Complete Guide

BackBufferCopy is an intriguing node class in the Godot 4 game engine that may not initially catch the attention of aspiring game developers, but it offers powerful capabilities that can lead to creative and optimized visual effects in games. As the canvas of imagination expands in game development, understanding and utilizing classes like BackBufferCopy becomes essential for those who want to add that extra flair to their projects. Whether you’re an early learner on your coding journey or an experienced coder looking to expand your skill set, this tutorial will help you grasp the capability of BackBufferCopy and how to use it to achieve compelling graphical effects.

What is BackBufferCopy?

BackBufferCopy in Godot 4 is a special node that allows you to take a snapshot of the current screen or a subset of it. Technically, it copies the screen’s pixels into a buffer which can then be accessed in your shader scripts.

What is it for?

The main purpose of BackBufferCopy is to enable the use of previous versions of the screen within shader scripts. By using a backbuffer, you can create various effects like motion blur, trails, or reflections, all of which can enhance the visual depth and dynamism of a game.

Why should I learn it?

Mastering BackBufferCopy means expanding your toolkit as a game developer. While this class may seem advanced, the effects it helps create are found in many high-quality games, elevating their production value. By learning to use BackBufferCopy, you can not only recreate similar effects but also experiment with your own unique visuals, giving your games a personalized touch that can stand out in the crowded game market.

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Setting Up BackBufferCopy

Before delving into examples, let’s set up the BackBufferCopy node. This initial step is crucial to ensure the node is ready to capture the screen content.

var back_buffer =
back_buffer.rect = Rect2(0, 0, 1024, 600) # Set to desired capture size

This code snippet creates a new BackBufferCopy node and sets its rectangular capture area. You can adjust the ‘rect’ property to match the area of the screen you want to capture.

Capturing the Entire Screen

In our first example, we’ll capture the entire screen. This can later be used to apply a full-screen shader effect, such as a global blur.

back_buffer.copy_mode = BackBufferCopy.COPY_MODE_VIEWPORT

The ‘COPY_MODE_VIEWPORT’ mode ensures that the full viewport is captured, which effectively means the whole screen.

Using BackBufferCopy in Shaders

With your screen captured, the next step is applying shader scripts to use that data. Here, we’ll create a simple shader script that references the backbuffer.

// Save the shader as 'backbuffer_shader.shader'
shader_type canvas_item;

void fragment() {
    COLOR = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);

This shader simply grabs the texture from the screen buffer and applies it to the current fragment.

To use this shader in a Material:

var material =
material.shader = load("res://backbuffer_shader.shader")
back_buffer.material = material

We create a ShaderMaterial and assign the shader we wrote to it, then apply this Material to our BackBufferCopy node.

Creating a Motion Blur Effect

A cool application of BackBufferCopy is to create a simple motion blur effect. The idea is to blend the current frame with the previous frame to create a trailing image effect.

First, let’s update the shader.

// Add to your 'backbuffer_shader.shader'
void fragment() {
    vec4 current_frame = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
    vec4 previous_frame = textureLod(BACK_BUFFER, SCREEN_UV, 0.0);
    COLOR = mix(current_frame, previous_frame, 0.5);

This shader mixes the current frame with the previous frame’s content from the backbuffer to create the blur. The value ‘0.5’ can be adjusted for a stronger or weaker blur.

Implementing Screen Trails

Screen trails are another effect that can be accomplished with BackBufferCopy. Instead of a traditional motion blur, the trails have a more pronounced tailing effect which might be suitable for certain styles of games, such as retro arcade shooters.

Here’s an update to your shader script to handle screen trails.

// Update to your 'backbuffer_shader.shader'
void fragment() {
    vec4 current_frame = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
    vec4 previous_frame = textureLod(BACK_BUFFER, SCREEN_UV, 0.0);
    COLOR = max(current_frame, previous_frame);

This shader takes the maximum value between the current frame and the previous one, leading to a stark trail effect behind moving objects.

These code examples cover the basics of setting up and using BackBufferCopy in Godot 4 for various visual effects. You can build upon these foundations to create even more complex and visually stunning effects, enhancing the player’s experience in your game.

Advanced BackBufferCopy Applications

Moving beyond the basics, let’s delve into more advanced uses of BackBufferCopy. By manipulating the data we’ve captured, we can create intricate visual effects that will really set your game apart.

Reflection Effects

Reflections are a fantastic way to add realism to your game environments. Let’s start with water reflections, which can be developed using the backbuffer to reflect the scene upside down.

// Inside your 'backbuffer_shader.shader'
void fragment() {
    vec2 reflected_uv = SCREEN_UV;
    reflected_uv.y = 1.0 - reflected_uv.y; // Flip vertically
    // Get the screen and backbuffer color information
    vec4 screen_color = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
    vec4 reflected_color = textureLod(BACK_BUFFER, reflected_uv, 0.0);
    // Blend the screen with the flipped backbuffer content
    COLOR = mix(screen_color, reflected_color, 0.4); // Reflection intensity

This fragment shader flips the vertical UV coordinates to mimic reflection and uses the mix function to blend the standard screen texture with the reflected one.

Ghosting Effect

Ghosting can be a neat trick to visualize fast movements or to create “after-image” effects. Let’s see how we can simulate this with a custom shader for BackBufferCopy.

// Update your 'backbuffer_shader.shader'
void fragment() {
    vec4 current_frame = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
    vec4 previous_frame = textureLod(BACK_BUFFER, SCREEN_UV, 0.0) * vec4(1.0, 1.0, 1.0, 0.85); // Ghosting intensity
    // Only apply the effect to pixels that moved
    if (length(current_frame.rgb - previous_frame.rgb) > 0.1) {
        previous_frame.a = 0.0; // Reduce the opacity to create the ghost effect
    COLOR = current_frame + previous_frame;

This shader fades out the alpha of the previous frame’s pixels that have changed, creating a ghostly trail behind them, while blending with the current frame.

Heat Distortion Effect

Creating a realistic heat distortion effect can add to the immersive elements in your game scenes.

// Included in your 'backbuffer_shader.shader'
void fragment() {
    vec4 current_frame = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
    // Create a heat distortion effect by slightly offsetting the SCREEN_UV
    vec2 distorted_uv = SCREEN_UV + vec2(sin(SCREEN_UV.y * 10.0), 0.0) * 0.01;
    vec4 distorted_frame = textureLod(BACK_BUFFER, distorted_uv, 0.0);
    // Blend it with the current frame
    COLOR = mix(current_frame, distorted_frame, 0.2);

By offsetting the screen coordinates according to a sine wave, we simulate the wavering effect heat causes in the air.

Dynamic Shadows

Dynamic shadows add depth and realism to your game, making scenes feel more three-dimensional.

// Your 'backbuffer_shader.shader' code
void fragment() {
    vec4 shadow_color = vec4(0.0, 0.0, 0.0, 0.5); // Semi-transparent black for shadows
    vec4 current_frame = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
    vec4 previous_frame = textureLod(BACK_BUFFER, SCREEN_UV + vec2(0.02, 0.02), 0.0); // Offset for the shadow position
    // Apply shadow if the pixel's brightness has decreased
    if (current_frame.r + current_frame.g + current_frame.b < previous_frame.r + previous_frame.g + previous_frame.b) {
        COLOR = mix(shadow_color, current_frame, 0.5);
    } else {
        COLOR = current_frame;

In this shader, we’re creating a shadow by comparing the brightness of the current and previous frames. If the current frame is darker, we mix it with the shadow color to simulate a shadow effect.

Creative Application and Conclusion

These snippets are just starting points to inspire you to experiment with the BackBufferCopy node and shader programming. Encouraging creativity and exploration is part of what we do at Zenva, as we believe that hands-on experimentation leads to deep understanding and innovation.

As you can see, mastering classes like BackBufferCopy opens up a vast playground for game developers to enhance the quality and uniqueness of their projects. Remember, the game development journey is an ongoing process of learning and creation. We encourage you to take these examples as a springboard and develop them further to suit your game’s specific needs and artistic vision. Happy coding!Let’s continue exploring how BackBufferCopy can be used to achieve more specialized visual effects in Godot 4. These code examples will showcase the power and flexibility of the node when combined with shaders, and they will build upon what was discussed earlier. Remember, it’s all about practice and experimentation to see what works best for your game.

Chromatic Aberration

Chromatic aberration is a visual effect where colors appear slightly misaligned, resembling the distortion seen in old camera lenses. This effect can be used to add a retro or psychedelic look to your game.

// Update your 'backbuffer_shader.shader'
void fragment() {
    // Small RGB shift values for the aberration effect
    vec2 r_shift = vec2(0.005, 0.0);
    vec2 b_shift = vec2(-0.005, 0.0);
    vec4 r_color = textureLod(BACK_BUFFER, SCREEN_UV + r_shift, 0.0);
    vec4 g_color = textureLod(BACK_BUFFER, SCREEN_UV, 0.0);
    vec4 b_color = textureLod(BACK_BUFFER, SCREEN_UV + b_shift, 0.0);
    COLOR = vec4(r_color.r, g_color.g, b_color.b, 1.0);

In this snippet, we separate the RGB channels by subtly shifting their UV coordinates in opposite directions.

Pixelation Effect

Pixelation can give a game a classic, arcade-style appearance or can be used dynamically to signal player damage or other in-game events.

// Implementing the pixelation effect in 'backbuffer_shader.shader'
void fragment() {
    // The size of each pixelated block
    float pixel_size = 10.0;
    vec2 pixel_uv = floor(SCREEN_UV * pixel_size) / pixel_size;
    COLOR = textureLod(BACK_BUFFER, pixel_uv, 0.0);

This shader achieves the pixelation effect by rounding down the texture coordinates to the nearest block size and then using that to sample the texture.

Shockwave Effect

A shockwave effect is useful when simulating explosions, magical spells, or other impactful visuals.

// Implementing the shockwave effect in 'backbuffer_shader.shader'
void fragment() {
    float time = TIME; // Use Godot's built-in uniform to track time
    float wave_radius = mod(time, 5.0); // The radius of the shockwave increases over time
    vec2 center = vec2(0.5, 0.5); // Center of the shockwave
    vec2 uv_offset = SCREEN_UV - center;
    float distance = length(uv_offset);
    // Displace UVs if within the current radius of the shockwave
    if (distance < wave_radius) {
        uv_offset = normalize(uv_offset) * sin(distance * 50.0) * 0.01;
    vec4 color = textureLod(BACK_BUFFER, SCREEN_UV + uv_offset, 0.0);
    COLOR = color;

This effect displaces texture coordinates radially from a center point to simulate a ripple-like distortion moving outward.

Bloom Effect

Bloom is a common post-processing effect that simulates the way bright light bleeds within a camera lens, creating a dreamy atmosphere in your game.

// Creating a simple bloom effect in 'backbuffer_shader.shader'
void fragment() {
    vec4 bloom_threshold = vec4(0.8, 0.8, 0.8, 1.0); // Threshold above which bloom applies
    vec4 current_frame = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
    vec4 bright_areas = max(current_frame - bloom_threshold, vec4(0.0));
    // Blurring the bright areas by sampling nearby pixels
    for (int x = -2; x <= 2; x++) {
        for (int y = -2; y <= 2; y++) {
            vec2 sample_uv = SCREEN_UV + vec2(x, y) * 0.01;
            bright_areas += textureLod(BACK_BUFFER, sample_uv, 0.0);
    bright_areas /= 25.0; // Average the brightness
    // Combining the original frame with the blurring effect
    COLOR = current_frame + bright_areas;

This shader script first isolates the bright parts of the image and then blurs them by averaging surrounding pixels to create the bloom effect.

As we continue to explore Godot’s powerful rendering capabilities, these examples illustrate the potential creative applications available to game developers. Using BackBufferCopy in combination with shader scripting in Godot 4 can bring your game visuals to the next level. Remember, shaders are flexible tools – you can adjust parameters and play with different combinations to get unique results for your game. With these techniques, along with a spark of creativity, the visual experiences you can craft are virtually limitless.

Continuing Your Game Development Journey

The path of game development is a never-ending quest for knowledge and skill, filled with endless opportunities for growth and creativity. Having explored the power of the BackBufferCopy node in Godot 4, you may be wondering, “Where do I go from here?” The rabbit hole of game development goes much deeper, and there’s a whole world of techniques and best practices to discover.

At Zenva, we understand the passion that drives game developers, both aspiring and experienced alike. That’s why we offer our Godot Game Development Mini-Degree, an all-inclusive curriculum that guides you through the end-to-end process of creating cross-platform games with Godot 4. From the foundational principles to more complex topics, these courses help solidify your understanding and provide practical knowledge through real-world projects.

If you’re eager to dive deeper into the versatile world of Godot, we invite you to browse our broad collection of Godot courses. Build your competence at your own pace, whether you’re starting as a beginner or looking to polish your skills with more advanced content. With over 250 supported courses, Zenva is with you every step of the way to boost your career, creativity, and portfolio. Continue your journey and let us be part of the adventure that shapes your future in game development.


As we’ve seen throughout these tutorials, the Godot 4 game engine’s BackBufferCopy node is a small but mighty tool for aspiring game creators. Whether you’re looking to add a subtle touch of dynamic lighting or a full-blown psychedelic visual wave, this feature can elevate your game’s presentation to professional heights. Remember, the steps you take here are building blocks, and each project refines your skills and brings new insights.

Our commitment at Zenva is to help you turn your creative visions into reality. With our Godot Game Development Mini-Degree, the journey you start today will lead you through an immersive learning process, brimming with the potential to unleash your full creative powers. Trust in the process, enjoy the ride, and most importantly, keep creating. Let’s forge the path to your success together, one line of code at a time.

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