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@@ -92,14 +92,18 @@ Vulkan renderer.
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- Hard or soft shadows.
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-- Font rendering using bitmaps or rasterization using FreeType.
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+- Font rendering using bitmaps, rasterization using FreeType or
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+ multi-channel signed distance fields (MSDF).
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- Bitmap fonts can be exported using tools like BMFont.
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- - Dynamic fonts supports monochrome fonts as well as colored fonts.
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- Supported formats are TTF and OTF.
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- - Dynamic fonts supports optional font outlines with adjustable width and color.
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- - Dynamic fonts supports variable fonts and OpenType features.
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- - Support for font oversampling to keep fonts sharp at higher resolutions.
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+ - Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for emoji).
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+ Supported formats are TTF, OTF and WOFF1.
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+ - Dynamic fonts support optional font outlines with adjustable width and color.
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+ - Dynamic fonts support variable fonts and OpenType features.
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+ - Dynamic fonts support oversampling to keep fonts sharp at higher resolutions.
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+ - Signed distance field fonts can be scaled at any resolution without
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+ requiring re-rasterization. Multi-channel usage makes SDF fonts scale down
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+ to lower sizes better compared to monochrome SDF fonts.
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- GPU-based particles with support for custom particle shaders.
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- CPU-based particles.
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@@ -139,6 +143,11 @@ Vulkan renderer.
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- HDR rendering with sRGB.
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- Perspective, orthographic and frustum-offset cameras.
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+- Support for rendering 3D at a lower resolution while keeping 2D rendering at
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+ the original scale. This can be used to improve performance on low-end systems.
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+- `OpenGL support planned for a future Godot 4.x release <https://godotengine.org/article/about-godot4-vulkan-gles3-and-gles2>`__.
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+
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+ - If you need OpenGL support, use Godot 3.x which remains supported.
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**Physically-based rendering:**
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@@ -177,39 +186,56 @@ Vulkan renderer.
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- Baked lightmaps (fast, but can't be updated at run-time).
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- - Lightmaps are baked on the GPU using compute shaders.
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+ - Supports baking indirect light only or baking both direct and indirect lighting.
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+ The bake mode can be adjusted on a per-light basis to allow for hybrid light
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+ baking setups.
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+ - Supports lighting dynamic objects using automatic and manually placed probes.
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+ - Optionally supports directional lighting and reflections based on spherical
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+ harmonics.
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+ - Lightmaps are baked on the GPU using compute shaders (much faster compared
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+ to CPU lightmapping).
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- GI probes (slower, fully real-time). Supports reflections.
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- Signed distance field GI (intermediate, supports dynamic lights but not
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dynamic occluders). Supports reflections.
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-- Global illumination uses a deferred pass to allow for adaptive subsampling.
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+- Global illumination uses a deferred pass to allow for rendering GI at half
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+ resolution to improve performance.
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**Reflections:**
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-- Voxel-based reflections (when using GI probes) and SDF-based reflections (when using signed distance field GI).
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+- Voxel-based reflections (when using GI probes) and SDF-based reflections
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+ (when using signed distance field GI).
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- Fast baked reflections or slow real-time reflections using ReflectionProbe.
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Parallax correction can optionally be enabled.
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- Screen-space reflections.
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-- Reflection techniques can be mixed together for greater accuracy.
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+- Reflection techniques can be mixed together for greater accuracy or scalability.
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**Sky:**
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- Panorama sky (using an HDRI).
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- Procedural sky and Physically-based sky that respond to the DirectionalLights in the scene.
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-- Support for custom sky shaders.
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+- Support for custom sky shaders, which can be animated.
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- Radiance can be updated in real-time depending on the quality settings chosen.
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**Fog:**
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-- Depth fog (exponential or with custom attenuation).
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-- Height fog (floor or ceiling) with adjustable attenuation.
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-- Support for automatic depth fog color depending on the camera direction
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- (to match the sun color).
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-- Optional transmittance to make lights more visible in the fog.
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+- Exponential depth fog.
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+- Exponential height fog.
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+- Support for automatic fog color depending on the sky color (aerial perspective).
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+- Support for sun scattering in the fog.
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**Particles:**
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-- GPU-based particles with support for custom particle shaders.
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+- GPU-based particles with support for subemitters (2D + 3D), trails (2D + 3D),
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+ attractors (3D only) and collision (3D only).
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+
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+ - Particle attractor shapes supported: box, sphere and 3D vector fields.
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+ - Particle collision shapes supported: box, sphere, baked signed distance field
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+ and real-time heightmap (suited for open world weather effects).
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+ - Trails can use the built-in ribbon trail and tube trail meshes, or custom
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+ meshes with skeletons.
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+ - Support for custom particle shaders with manual emission.
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+
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- CPU-based particles.
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**Post-processing:**
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@@ -530,8 +556,8 @@ Animation
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- Support for playing sounds in animation tracks.
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- Support for Bézier curves in animation.
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-Formats
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-^^^^^^^
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+File formats
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+^^^^^^^^^^^^
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- Scenes and resources can be saved in :ref:`text-based <doc_tscn_file_format>` or binary formats.
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