I know the basics of shaders but I have no clue nor yet found any clue of how to achieve what I'm thinking of:
I imagine a screen-space shader, let's say to filter the 3d environment, but certain objects (for example items or characters) should not by affected by this.
The official demo actually covers this: the UI elements are not affected by the shader laying underneath due to the node-tree. However, since the screen-space shader is drawn on the 2d environment, the hierarchy gets ignored when setting up the shader in 3D.
Depth in godot3 doesn't seem to work yet, but this is not what I think is the solution (like DOF works), it's rather just having layers stacked on each other.
I made a rough mockup:
Can you point me to a solution? Thanks