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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

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Markdown

# 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+)
```gdscript
# 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