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Claude-Code-Game-Studios/docs/engine-reference/godot/modules/rendering.md
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DonchitosandClaude Opus 5.5 b21fa0f7f2 Release 1.1.2 — the default path works end to end
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
2026-09-29 21:32:19 +10:00

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; optional breadcrumb added
  • Shader default-texture methods: set_default_texture_parameter() takes and get_default_texture_parameter() returns Texture, not Texture2D (the shading language's sampler2D / texture() did not change)
  • Particles .restart(): Added optional keep_seed parameter

4.3 Changes (in training data)

  • Compositor node: Compositor + CompositorEffect for 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 Texture2D in Shader.set_default_texture_parameter() / get_default_texture_parameter() (the type is Texture since 4.4 — the shading language's sampler2D / texture() did not change)
  • Not using Shader Baker for projects with many shader variants