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Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
2.6 KiB
2.6 KiB
Godot Rendering — Quick Reference
Last verified: 2026-02-12 | Engine: Godot 4.6
What Changed Since ~4.3 (LLM Cutoff)
4.6 Changes
- D3D12 is the default rendering backend on Windows (was Vulkan)
- Glow processes before tonemapping (was after) — uses screen blending mode
- AgX tonemapper: new white point and contrast controls
- SSR overhauled: better realism, visual stability, and performance
4.5 Changes
- Shader Baker: Pre-compiles shaders to reduce startup time
- SMAA 1x: New anti-aliasing option (sharper than FXAA, cheaper than TAA)
- Stencil buffer support: Enables selective geometry masking/portal effects
- Bent normal maps: Directional occlusion encoded in normal map textures
- Specular occlusion: Ambient occlusion now correctly affects reflections
4.4 Changes
RenderingDevice.draw_list_begin: Many parameters removed; optionalbreadcrumbaddedShaderdefault-texture methods:set_default_texture_parameter()takes andget_default_texture_parameter()returnsTexture, notTexture2D(the shading language'ssampler2D/texture()did not change)- Particles
.restart(): Added optionalkeep_seedparameter
4.3 Changes (in training data)
- Compositor node:
Compositor+CompositorEffectfor post-processing chains
Current API Patterns
Post-Processing (4.3+)
# Use Compositor node — NOT manual viewport shader chains
# Add Compositor as child of WorldEnvironment or Camera3D
# Create CompositorEffect resources for each post-process step
Anti-Aliasing Options (4.6)
Project Settings → Rendering → Anti Aliasing:
- MSAA 2D/3D: Hardware MSAA (quality but expensive)
- Screen Space AA: FXAA (fast, blurry) or SMAA (sharp, moderate cost) # SMAA new in 4.5
- TAA: Temporal (best quality, ghosting on fast motion)
Rendering Backend Selection (4.6)
Project Settings → Rendering → Renderer:
- Forward+ (default): Full featured, desktop-focused
- Mobile: Optimized for mobile/low-end, limited features
- Compatibility: OpenGL 3.3 / WebGL 2, broadest hardware support
Windows default backend: D3D12 (was Vulkan pre-4.6)
Common Mistakes
- Assuming Vulkan is the default backend on Windows (D3D12 since 4.6)
- Using manual viewport chains instead of Compositor for post-processing
- Passing or expecting
Texture2DinShader.set_default_texture_parameter()/get_default_texture_parameter()(the type isTexturesince 4.4 — the shading language'ssampler2D/texture()did not change) - Not using Shader Baker for projects with many shader variants