![]() |
|
Full body line censoring shader - Printable Version +- Unofficial Hotscreen Community (https://hotscreen.dominated.dev) +-- Forum: HotScreen (https://hotscreen.dominated.dev/forumdisplay.php?fid=6) +--- Forum: Collections (https://hotscreen.dominated.dev/forumdisplay.php?fid=8) +--- Thread: Full body line censoring shader (/showthread.php?tid=74) |
Full body line censoring shader - OLK0001 - 04-03-2026 Filter Guide This post includes three main body-line clipping filters: V2.1, V3, and V3.1. They are listed in order: V2.1 → V3 → V3.1 What these filters actually are All three filters are built around Godot shader logic, color-space matching, nearby-pixel checks, and short-range region filling. They are NOT true body-part recognition models. That means if some small or awkward exposed body parts are still missed, it is mostly because this setup is already reaching the practical limit of Godot-side heuristic detection and the recognition method used here — not because of one tiny coding mistake or one small threshold being wrong. So if a version still misses a small exposed detail, especially under:
that is mainly an engine / recognition limitation, not just a bug. Custom Body Line Clipping V2.1 Best for: strong and simple overall censor coverage V2.1 is the most direct and aggressive version of the three. It focuses on broad body-line clipping and usually gives the strongest first-pass coverage. This is the best choice if the goal is to catch as much as possible quickly. The tradeoff is that it can be rougher and less precise in difficult scenes. Use this if:
Custom Body Line Clipping V3 Best for: better handling of shadowed skin and more stable body continuity V3 improves on V2.1 by adding better support for darker or shadowed body regions and more controlled local expansion. In practice, it usually holds body areas together better when lighting gets weird or when skin tones shift into darker purple or low-light colors. Use this if:
Custom Body Line Clipping V3.1 Best for: the most refined balance between coverage and precision V3.1 is the most advanced and most refined version of the three. It is designed to be more careful about when and where it expands the censor region. In practice, this is usually the best balance between:
Use this if:
Which one should be used? Simple rule:
Important limitation These filters do NOT actually understand anatomy the way a trained segmentation or body-part detection model would. They work by estimating likely regions from:
So edge cases will always exist. Small missing body-part censoring can still happen, especially with:
At this point, further improvement would likely require moving beyond pure Godot shader heuristics into a more advanced recognition or segmentation pipeline. Quick usage note The screenshot above shows a short guide for how to stack and use the filters. The three body-line clipping filters included here are:
Choose the one that fits the scene best, then combine it with Censor/Repeated Text as needed. Some cheap talks This is inspired from endofbeen, I'm studying embedded system and actually have some free time so I decided to make it in 2 hours.
clipping.zip (Size: 44.35 KB / Downloads: 570)
RE: Full body line censoring shader - OLK0001 - 04-21-2026 Update on the bodyline clipping censor shader I managed to get the shader much closer to what I wanted. The current version is a lightweight single-pass bodyline clipping shader. It samples the current screen, detects exposed skin/body-like pixels, and lets the censor show only through those areas. The shader is still not perfect, but the current version is a big improvement over my earlier attempts. Pros / what works well now:
Known flaws / current limitations:
Important note about the layer glitch: The shader has two possible output styles. Restore-layer mode:
This matches my original v2/v3.4 pipeline, but it can ghost if CurrentScreenTexture is delayed. Direct censor mode:
This should remove the ghosting because it no longer redraws the captured screen texture. But it requires a different setup: the shader has to be placed directly on the censor node, and the sampled CurrentScreenTexture must be a clean pre-censor same-frame texture. The shader is now fast and usable, and it handles clothing/background much better than before. The remaining problems are mostly edge cases: bright scenes, red clothing, colored lighting, and the screen-texture timing issue. The biggest remaining technical problem is the layer ghosting, which likely needs a pipeline/render-order fix rather than more skin-detection math. This is my absolute best attempt, to balance out skin vs background blending. It can only be better if hotscreen itself improves. ![]()
Custom Body Line Clipping3.4L.zip (Size: 14.32 KB / Downloads: 316)
RE: Full body line censoring shader - juseyo - 04-21-2026 Early impression is this seems to work a lot better compared to earlier versions <3 RE: Full body line censoring shader - Cresti - 05-05-2026 The idea is super nice.. do you maybe have any idea as to why it detects and cuts body parts, but doesnt put the shader/color/text whatever over it. It detects it but it doesnt censor it at all.. I tried all version and those of others, nothing seems to work.. Normal censors work tho :c Hoping for a replyyy <3 RE: Full body line censoring shader - OLK0001 - 05-06-2026 (05-05-2026, 05:44 PM)Cresti Wrote: The idea is super nice.. do you maybe have any idea as to why it detects and cuts body parts, but doesnt put the shader/color/text whatever over it. It detects it but it doesnt censor it at all..Put a fullscreen censor text, and then this shader after, so it only allows exposed skin to clip through the censor. RE: Full body line censoring shader - 435751369 - 05-24-2026 how top ut a fullscreen censor text? |