Our take
Quietno commits in the last 90 days and no release in a year- Activity
- 19
- Community
- 4
- Issues
- 21
- Pull requests
- 20
+6 stars in the last 30 days
- Fewer contributors than 91% of the projects we track
GodotRetro is a focused visual-effects pack with useful renderer options, but its quiet maintenance and dependence on one contributor make ongoing support less certain.
Good fit if
- You are building a Godot project and want ready-made retro effects rather than implementing each shader from scratch.
- The included renderer paths and shader-by-shader compatibility notes match your project.
- You are comfortable checking individual shader headers and adapting settings as needed.
Look elsewhere if
- You need recent releases or active issue and pull-request handling: there have been no commits in the last 90 days, no release in over a year, and no recent issue closures or merged pull requests.
- Your project requires a maintained contributor base, since the measured contributor activity is concentrated in one person.
- You need every effect to work in web exports, which the README says is not guaranteed for some shaders.
All health signals
| Last commit | 2026-07-07 (4 months ago) |
|---|---|
| Commits, last 90 days | 0 |
| Releases, last 12 months | 0 (latest 3.5.1, 2022-12-17) |
| Contributors | 1 |
| Issues closed, last 90 days | 0 |
| Pull requests merged, last 90 days | 0 |
| Project age | 5 years |
Checked on 2026-10-24 with the GitHub API.
Project history
Daily GitHub snapshots since Oct 7, 2026. History covers stars and forks; health signals are not tracked historically.
Stars
809Forks
35Change since Nov 12, 2026: 0 stars·0 forks
Overview
GodotRetro is a pack of compositor effects and shaders built for the Godot game engine. It gives game developers old-school visual treatments, including CRT, VHS, dithering, grain, and lens distortion effects, to apply to a project’s rendering.
The pack supports compositor effects in Godot’s Forward+ and Mobile renderers, and shader materials in the Compatibility renderer. It also includes example projects for exploring the effects and how they can be combined.
Key Features
- Retro screen effects, including CRT, TV, VHS, and NTSC variants.
- Image treatments such as dithering, posterization, monochrome, and color correction.
- Glitch, grain, sharpness, and lens distortion effects.
- Compositor effects for Forward+ and Mobile renderers.
- Shader materials for the Compatibility renderer.
- Five example projects demonstrating the effects.
- Shader code headers with compatibility and attribution details.
Use Cases
- A Godot game developer can add CRT or VHS styling to create a deliberately retro presentation.
- A team prototyping a game’s visual identity can combine effects such as lens distortion, grain, and TV treatment.
- A developer targeting the Compatibility renderer can apply screen-space effects through a ColorRect and ShaderMaterial.
- A learner exploring Godot shaders can use the included examples as starting points for experimentation.
What you need
Detected in the repository
- GLSL (main language on GitHub)
Getting Started
For Forward+ or Mobile, import the plugin and add a Compositor to your WorldEnvironment. For the Compatibility renderer, copy the GodotRetro folder into your project and assign a shader to a ShaderMaterial. See the README for setup details and the Godot 3.x-compatible branch if needed.
License in Plain Words
No standard license was detected. Without a license, the default copyright rules apply: you may read the code, but not reuse it. Check the repository or ask the authors.
Considerations
The project is marked quiet: it has no commits in the last 90 days, and its latest release is more than a year old. Measured contributor activity comes from one person, with all contribution share concentrated there, so ongoing fixes and compatibility updates may depend on that maintainer. The README also warns that some shaders may not work in web exports and that combining multiple screen-space shaders in the Compatibility renderer requires a BackBufferCopy for each effect. Licensing varies by shader: the README identifies CC0 for most shaders and MIT for Glitch and NTSC Basic, and asks users to check shader headers for licensing and credits.
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