Render editor viewport gizmos and UI on a separate render pass to prevent them from being affected by post-processing effects #2138
Description
Describe the project you are working on
This applies to any 3D project I've worked on so far
Describe the problem or limitation you are having in your project
I can't see the viewport UI/gizmos clearly because the WorldEnvironment post processing is applied to the viewport UI/Gizmos as well. It drives me crazy.
This has been discussed before, but those issues have been closed. Why, I really don't understand.
godotengine/godot#8140
godotengine/godot#8485
godotengine/godot#43896
Disabling the WorldEnvironment is unfortunately not really an option because the WE is so substantial and intertwined to any 3D scene lighting. As level artist, environment artist, art director, game designer, and concept artist I cannot evaluate what I am doing/what needs to be done without WE on because the scene would look completely differently without.
If this really can't be fixed for the 3.X branch anymore, I really hope this will be fixed in 4.0, because working like this on anything visual is really frustrating.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
It would help me to see all the little things I have to constantly click and drag.
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
The viewport gizmos should look like the axis in the top right corner in the above screenshot, unaffected by the light and post processing of the game world. Unfortunately I'm not a 3D graphics programmer, so I don't know anything about the implementation.
If this enhancement will not be used often, can it be worked around with a few lines of script?
Would be used by anyone working in 3D and who wants nice visuals.
Is there a reason why this should be core and not an add-on in the asset library?
It's a basic usability necessity.