r/godot•
TheElmoin

DoF blur behaving annoyingly

help me

I'm trying to add a plane mesh that hovers in front of the player to display a texture. I've turned on No Depth Testing on the material so that it will always display in front of terrain. This has had the undesirable side effect of applying to the mesh the depth of field blur of whatever is behind it. Any known workarounds for this?

Posted Jun 20, 2026, 7:51 AM UTC

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