Godot needs a better way to render separately
This problem confuse me so long almost 3 years as I learn godot. How can I give a node and its child a fullscreen layer but not affects ohter stuff, or furthermore, how can I choose some object to render same time with a shader? Because the lack of this function, I even can not change multi object opacity same time without the opacity overlay.
If you know gamemaker, it use surfaces, you can render anything on surfaces and then give it a shader or save it, and it's so simple. Some one says I can do it in Godot by use viewport, but that's too overkill, this will mess the hierachy and project. It not suit a complex condition.
As you can see, the metaball shader affect the circle behind it, I don't know how to solve that.