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While this process is ongoing, we'll keep releasing alpha builds so here's 4.0 Add often used built-ins to spatial shaders ( NODE_POSITION_WORLD , CAMERA_POSITION_WORLD , CAMERA_DIRECTION_WORLD , NODE_POSITION_VIEW ) ( GH-63597 ). Be aware that during the alpha stage the engine is still not feature-complete or stable.
Portal’s next-generation lighting rebuilt with path-traced direct and indirect illumination and shader execution re-ordering The RTX Path Tracing SDK accurately re-creates the physics of all light sources in a scene to reproduce what the eye sees in real life. Watch the demo video to learn more. Video 2.
In parallel to our work on the upcoming feature releases Godot 3.5 ( with a second beta ) and 4.0 ( now at alpha 4! ), we backport important fixes to the stable 3.4 Rendering: GLES2: Fix VersionKey comparison in shader binding ( GH-58855 ). Rendering: GLES3: Fix shader state caching when blend shapes used ( GH-58808 ) [regression fix].
Numbers are using debug (numbers on release are lower, but when I started optimizing, Godot had problems running on release, so it's difficult to compare). Re-written most shaders to reduce VGPR usage, thus improve occupancy. Did general optimization in most shaders to improve performance. These test do culling on 10k objects.
For example: On GLES3+ we can use UBOs to optimize shader parameters. Added to that fact, Vulkan still has years to go until it's properly supported in most desktop and mobile platforms, which makes it unattractive to implement for us (as it means considerably more effort to write, debug and maintain). Shader abstraction.
But the “1” in beta 1 means that it’s only the first step of the journey, and like for the alpha phase, we’re going to release new beta snapshots roughly every other week. The “debug” term in that setup was quite ambiguous however and the source of a lot of confusion, as described in godot-proposals#3371. GH-67128 , GH-67131 ).
But the "1" in beta 1 means that it's only the first step of the journey, and like for the alpha phase, we're going to release new beta snapshots roughly every other week. The "debug" term in that setup was quite ambiguous however and the source of a lot of confusion, as described in godot-proposals#3371.
Thanks to the development work done by Alket Rexhepi and Bojidar Marinov , this frontend will soon reach the alpha status and be announced officially, so that all community members can start submitting assets to the library. As of the 2.1 New plugin API. Together with the Asset Library, we have introduced an EditorPlugin API for Godot.
Flagging instances or geometries as opaque allows uninterrupted hardware intersection search and prevents invocation of the any-hit shader. Enable the use of any-hit shaders only for those geometries that need it; for example, to do alpha testing. Consider alpha testing instead of blending. Do this whenever possible.
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