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Add transparency support for LightmapGI Currently when baking lightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. This has been a major limitation in both the quality of lightmap baking and the ergonomics of the lightmap baking workflow.
Lightmaps offer significant advantages over any other technique when the following requirements are met: Performance above anything else (for mobile, lightmaps are still a must-have). If these requirements are met, then lightmapping is probably the best for you. Lighting will not change (lights won't move). Easy to use.
Additionally, the modern backend can implement rendering methods , such as forward clustered, mobile, and more in the future (such as deferred clustered, cinematic, etc.). and is intended to run on very old PC hardware as well as most older (still working) mobile phones. Rendering is significantly more efficient in Godot 4.0,
Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Add texture reading code to OpenGL3 renderer for web and mobile ( GH-68138 ). Rendering: Fix cluster_render.glsl failing on some Macs ( GH-67746 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ).
The new 3D engine is outstanding, with many features out-of-the-box that are still not common in other mainstream engines. The new 3D renderer is state-of-the-art, with features rarely see in gameengines today, such as: Full principled BSDF. Just set up the probe bounds and do a fast pre-bake of static objects.
If you use and enjoy Godot, plan to use it, or want support the cause of having a mature, high quality free and open source gameengine, then please consider becoming our patron. Incompatibility with older mobile devices which do not support OpenGL ES 3.0. Lots and lots of driver bugs in mobile and desktop.
If you use and enjoy Godot, plan to use it, or want support the cause of having a mature, high quality free and open source gameengine, then please consider becoming our patron. The biggest difference with the old lightmapper is that the new one features proper path tracing, which results in better looking lightmaps.
Rendering: Add optional UV2 logic for lightmapping to primitive shapes ( GH-67975 ). Rendering: Add texture reading code to OpenGL3 renderer for web and mobile ( GH-68138 ). Rendering: Fix cluster_render.glsl failing on some Macs ( GH-67746 ). Rendering: Fix several render issues found while debugging XR ( GH-68102 ).
Last but not least, lightmaps baking is now done using the GPU to speed up the process significantly. Currently, mobile and web platforms are not available, with support likely coming in Godot 4.1. This feature adds more detail to existing GI techniques by using screen-space sampling, similar to SSAO. GDExtension.
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