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@@ -177,7 +177,11 @@ Vulkan driver.
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**Vulkan context creation:**
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-- `drivers/vulkan/vulkan_context.cpp <https://github.com/godotengine/godot/blob/4.0/drivers/vulkan/vulkan_context.cpp>`__
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+- `drivers/vulkan/vulkan_context.cpp <https://github.com/godotengine/godot/blob/4.2/drivers/vulkan/vulkan_context.cpp>`__
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+
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+**Direct3D 12 context creation:**
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+
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+- `drivers/d3d12/d3d12_context.cpp <https://github.com/godotengine/godot/blob/master/drivers/d3d12/d3d12_context.cpp>`__
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Direct3D 12
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^^^^^^^^^^^
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@@ -194,11 +198,10 @@ Mesa NIR (`more information <https://godotengine.org/article/d3d12-adventures-in
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This means you don't need to know HLSL to work on the Direct3D 12 renderer,
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although knowing the language's basics is recommended to ease debugging.
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-**As of May 2023, this driver is still in development and is not merged in
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-Godot 4.0 or the master branch.** While Direct3D 12 allows supporting
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-Direct3D-exclusive features on Windows 11 such as windowed optimizations and
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-Auto HDR, Vulkan is still recommended for most projects. See the
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-`pull request that introduced Direct3D 12 support <https://github.com/godotengine/godot/pull/70315>`__
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+**This driver is still experimental and only available in Godot 4.3 and later.**
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+While Direct3D 12 allows supporting Direct3D-exclusive features on Windows 11 such
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+as windowed optimizations and Auto HDR, Vulkan is still recommended for most projects.
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+See the `pull request that introduced Direct3D 12 support <https://github.com/godotengine/godot/pull/70315>`__
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for more information.
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Metal
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@@ -269,7 +272,11 @@ RenderingDevice presents a similar level of abstraction as Metal or WebGPU.
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**Vulkan RenderingDevice implementation:**
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-- `drivers/vulkan/rendering_device_vulkan.cpp <https://github.com/godotengine/godot/blob/4.0/drivers/vulkan/rendering_device_vulkan.cpp>`__
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+- `drivers/vulkan/rendering_device_driver_vulkan.cpp <https://github.com/godotengine/godot/blob/4.2/drivers/vulkan/rendering_device_driver_vulkan.cpp>`__
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+
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+**Direct3D 12 RenderingDevice implementation:**
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+
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+- `drivers/d3d12/rendering_device_driver_d3d12.cpp <https://github.com/godotengine/godot/blob/master/drivers/d3d12/rendering_device_driver_d3d12.cpp>`__
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Core rendering classes architecture
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-----------------------------------
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@@ -278,7 +285,7 @@ This diagram represents the structure of rendering classes in Godot, including t
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.. image:: img/rendering_architecture_diagram.webp
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-`View at full size <https://raw.githubusercontent.com/godotengine/godot-docs/4.0/contributing/development/core_and_modules/img/rendering_architecture_diagram.webp>`__
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+`View at full size <https://raw.githubusercontent.com/godotengine/godot-docs/master/contributing/development/core_and_modules/img/rendering_architecture_diagram.webp>`__
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.. _doc_internal_rendering_architecture_core_shaders:
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@@ -337,22 +344,22 @@ this.
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**Core GLSL material shaders:**
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-- Forward+: `servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl>`__
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-- Forward Mobile: `servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl>`__
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-- Compatibility: `drivers/gles3/shaders/scene.glsl <https://github.com/godotengine/godot/blob/4.0/drivers/gles3/shaders/scene.glsl>`__
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+- Forward+: `servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl>`__
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+- Forward Mobile: `servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl>`__
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+- Compatibility: `drivers/gles3/shaders/scene.glsl <https://github.com/godotengine/godot/blob/4.2/drivers/gles3/shaders/scene.glsl>`__
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**Material shader generation:**
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-- `scene/resources/material.cpp <https://github.com/godotengine/godot/blob/4.0/scene/resources/material.cpp>`__
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+- `scene/resources/material.cpp <https://github.com/godotengine/godot/blob/4.2/scene/resources/material.cpp>`__
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**Other GLSL shaders for Forward+ and Forward Mobile rendering methods:**
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-- `servers/rendering/renderer_rd/shaders/ <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/>`__
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-- `modules/lightmapper_rd/ <https://github.com/godotengine/godot/blob/4.0/modules/lightmapper_rd>`__
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+- `servers/rendering/renderer_rd/shaders/ <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/>`__
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+- `modules/lightmapper_rd/ <https://github.com/godotengine/godot/blob/4.2/modules/lightmapper_rd>`__
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**Other GLSL shaders for the Compatibility rendering method:**
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-- `drivers/gles3/shaders/ <https://github.com/godotengine/godot/blob/4.0/drivers/gles3/shaders/>`__
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+- `drivers/gles3/shaders/ <https://github.com/godotengine/godot/blob/4.2/drivers/gles3/shaders/>`__
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2D and 3D rendering separation
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------------------------------
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@@ -388,7 +395,12 @@ release.
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**2D and 3D rendering buffer configuration C++ code:**
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-- `servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp>`__
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+- `servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp>`__
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+
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+**FSR 1.0:**
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+
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+- `servers/rendering/renderer_rd/effects/fsr.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/effects/fsr.cpp>`__
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+- `thirdparty/amd-fsr/ <https://github.com/godotengine/godot/tree/master/thirdparty/amd-fsr>`__
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2D rendering techniques
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-----------------------
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@@ -415,7 +427,7 @@ used to calculate particle collisions in 2D.
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**2D SDF generation GLSL shader:**
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-- `servers/rendering/renderer_rd/shaders/canvas_sdf.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/canvas_sdf.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl>`__
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3D rendering techniques
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-----------------------
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@@ -506,12 +518,19 @@ done by running the vertex shader corresponding to the previous rendered frame
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(with the previous camera transform) in addition to the vertex shader for the
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current rendered frame, then storing the difference between them in a color buffer.
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-Using `FSR 2.0 <https://github.com/GPUOpen-Effects/FidelityFX-FSR2>`__ instead
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-of a custom TAA implementation is planned in a future release.
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+Alternatively, FSR 2.2 can be used as an upscaling solution that also provides
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+its own temporal antialiasing algorithm. FSR 2.2 is implemented on top of the
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+RenderingDevice abstraction as opposed to using AMD's reference code directly.
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**TAA resolve:**
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-- `servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl>`__
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+
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+**FSR 2.2:**
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+
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+- `servers/rendering/renderer_rd/effects/fsr2.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/effects/fsr2.cpp>`__
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+- `servers/rendering/renderer_rd/shaders/effects/fsr2/ <https://github.com/godotengine/godot/tree/master/servers/rendering/renderer_rd/shaders/effects/fsr2>`__
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+- `thirdparty/amd-fsr2/ <https://github.com/godotengine/godot/tree/master/thirdparty/amd-fsr2>`__
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Global illumination
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^^^^^^^^^^^^^^^^^^^
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@@ -538,32 +557,32 @@ This would allow baking lightmaps while using the Compatibility backend.
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**Core GI C++ code:**
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-- `servers/rendering/renderer_rd/environment/gi.cpp <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/environment/gi.cpp>`__
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-- `scene/3d/voxel_gi.cpp <https://github.com/godotengine/godot/blob/4.0/scene/3d/voxel_gi.cpp>`__ - VoxelGI node
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-- `editor/plugins/voxel_gi_editor_plugin.cpp <https://github.com/godotengine/godot/blob/4.0/editor/plugins/voxel_gi_editor_plugin.cpp>`__ - Editor UI for the VoxelGI node
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+- `servers/rendering/renderer_rd/environment/gi.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/environment/gi.cpp>`__
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+- `scene/3d/voxel_gi.cpp <https://github.com/godotengine/godot/blob/4.2/scene/3d/voxel_gi.cpp>`__ - VoxelGI node
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+- `editor/plugins/voxel_gi_editor_plugin.cpp <https://github.com/godotengine/godot/blob/4.2/editor/plugins/voxel_gi_editor_plugin.cpp>`__ - Editor UI for the VoxelGI node
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**Core GI GLSL shaders:**
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-- `servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl>`__
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-- `servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl>`__ - VoxelGI debug draw mode
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-- `servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl>`__ - SDFGI Cascades debug draw mode
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-- `servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl>`__ - SDFGI Probes debug draw mode
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-- `servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl>`__
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-- `servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl>`__
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-- `servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl>`__ - VoxelGI debug draw mode
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+- `servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl>`__ - SDFGI Cascades debug draw mode
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+- `servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl>`__ - SDFGI Probes debug draw mode
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+- `servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl>`__
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**Lightmapper C++ code:**
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-- `scene/3d/lightmap_gi.cpp <https://github.com/godotengine/godot/blob/4.0/scene/3d/lightmap_gi.cpp>`__ - LightmapGI node
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-- `editor/plugins/lightmap_gi_editor_plugin.cpp <https://github.com/godotengine/godot/blob/4.0/editor/plugins/lightmap_gi_editor_plugin.cpp>`__ - Editor UI for the LightmapGI node
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-- `scene/3d/lightmapper.cpp <https://github.com/godotengine/godot/blob/4.0/scene/3d/lightmapper.cpp>`__ - Abstract class
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-- `modules/lightmapper_rd/lightmapper_rd.cpp <https://github.com/godotengine/godot/blob/4.0/modules/lightmapper_rd/lightmapper_rd.cpp>`__ - GPU-based lightmapper implementation
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+- `scene/3d/lightmap_gi.cpp <https://github.com/godotengine/godot/blob/4.2/scene/3d/lightmap_gi.cpp>`__ - LightmapGI node
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+- `editor/plugins/lightmap_gi_editor_plugin.cpp <https://github.com/godotengine/godot/blob/4.2/editor/plugins/lightmap_gi_editor_plugin.cpp>`__ - Editor UI for the LightmapGI node
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+- `scene/3d/lightmapper.cpp <https://github.com/godotengine/godot/blob/4.2/scene/3d/lightmapper.cpp>`__ - Abstract class
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+- `modules/lightmapper_rd/lightmapper_rd.cpp <https://github.com/godotengine/godot/blob/4.2/modules/lightmapper_rd/lightmapper_rd.cpp>`__ - GPU-based lightmapper implementation
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**Lightmapper GLSL shaders:**
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-- `modules/lightmapper_rd/lm_raster.glsl <https://github.com/godotengine/godot/blob/4.0/modules/lightmapper_rd/lm_raster.glsl>`__
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-- `modules/lightmapper_rd/lm_compute.glsl <https://github.com/godotengine/godot/blob/4.0/modules/lightmapper_rd/lm_compute.glsl>`__
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-- `modules/lightmapper_rd/lm_blendseams.glsl <https://github.com/godotengine/godot/blob/4.0/modules/lightmapper_rd/lm_blendseams.glsl>`__
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+- `modules/lightmapper_rd/lm_raster.glsl <https://github.com/godotengine/godot/blob/4.2/modules/lightmapper_rd/lm_raster.glsl>`__
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+- `modules/lightmapper_rd/lm_compute.glsl <https://github.com/godotengine/godot/blob/4.2/modules/lightmapper_rd/lm_compute.glsl>`__
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+- `modules/lightmapper_rd/lm_blendseams.glsl <https://github.com/godotengine/godot/blob/4.2/modules/lightmapper_rd/lm_blendseams.glsl>`__
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Depth of field
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^^^^^^^^^^^^^^
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@@ -585,15 +604,15 @@ when temporal antialiasing is enabled.
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**Depth of field C++ code:**
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-- `servers/rendering/renderer_rd/effects/bokeh_dof.cpp <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/effects/bokeh_dof.cpp>`__
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+- `servers/rendering/renderer_rd/effects/bokeh_dof.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/effects/bokeh_dof.cpp>`__
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**Depth of field GLSL shader (compute - used for Forward+):**
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-- `servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl>`__
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**Depth of field GLSL shader (raster - used for Forward Mobile):**
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-- `servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl>`__
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Screen-space effects (SSAO, SSIL, SSR, SSS)
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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@@ -619,31 +638,31 @@ SSR is always performed at half resolution to improve performance.
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**Screen-space effects C++ code:**
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-- `servers/rendering/renderer_rd/effects/ss_effects.cpp <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/effects/ss_effects.cpp>`__
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+- `servers/rendering/renderer_rd/effects/ss_effects.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/effects/ss_effects.cpp>`__
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**Screen-space ambient occlusion GLSL shader:**
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-- `servers/rendering/renderer_rd/shaders/effects/ssao.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/ssao.glsl>`__
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-- `servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl>`__
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-- `servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl>`__
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-- `servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/effects/ssao.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssao.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl>`__
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**Screen-space indirect lighting GLSL shader:**
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-- `servers/rendering/renderer_rd/shaders/effects/ssil.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/ssil.glsl>`__
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-- `servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl>`__
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-- `servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl>`__
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-- `servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/effects/ssil.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssil.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl>`__
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**Screen-space reflections GLSL shader:**
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-- `servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl>`__
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-- `servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl>`__
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-- `servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl>`__
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**Subsurface scattering GLSL:**
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-- `servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl>`__
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Sky rendering
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^^^^^^^^^^^^^
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@@ -666,9 +685,9 @@ article.
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**Sky rendering C++ code:**
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-- `servers/rendering/renderer_rd/environment/sky.cpp <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/environment/sky.cpp>`__ - Sky rendering
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-- `scene/resources/sky.cpp <https://github.com/godotengine/godot/blob/4.0/scene/resources/sky.cpp>`__ - Sky resource (not to be confused with sky rendering)
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-- `scene/resources/sky_material.cpp <https://github.com/godotengine/godot/blob/4.0/scene/resources/sky_material.cpp>`__ SkyMaterial resources (used in the Sky resource)
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+- `servers/rendering/renderer_rd/environment/sky.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/environment/sky.cpp>`__ - Sky rendering
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+- `scene/resources/sky.cpp <https://github.com/godotengine/godot/blob/4.2/scene/resources/sky.cpp>`__ - Sky resource (not to be confused with sky rendering)
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+- `scene/resources/sky_material.cpp <https://github.com/godotengine/godot/blob/4.2/scene/resources/sky_material.cpp>`__ SkyMaterial resources (used in the Sky resource)
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**Sky rendering GLSL shader:**
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|
@@ -699,14 +718,14 @@ article.
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**Volumetric fog C++ code:**
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-- `servers/rendering/renderer_rd/environment/fog.cpp <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/environment/fog.cpp>`__ - General volumetric fog
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-- `scene/3d/fog_volume.cpp <https://github.com/godotengine/godot/blob/4.0/scene/3d/fog_volume.cpp>`__ - FogVolume node
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-- `scene/resources/fog_material.cpp <https://github.com/godotengine/godot/blob/4.0/scene/resources/fog_material.cpp>`__ - FogMaterial resource (used by FogVolume)
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+- `servers/rendering/renderer_rd/environment/fog.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/environment/fog.cpp>`__ - General volumetric fog
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+- `scene/3d/fog_volume.cpp <https://github.com/godotengine/godot/blob/4.2/scene/3d/fog_volume.cpp>`__ - FogVolume node
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+- `scene/resources/fog_material.cpp <https://github.com/godotengine/godot/blob/4.2/scene/resources/fog_material.cpp>`__ - FogMaterial resource (used by FogVolume)
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|
**Volumetric fog GLSL shaders:**
|
|
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|
|
|
-- `servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl>`__
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-- `servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl>`__
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+- `servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl>`__
|
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|
+- `servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl>`__
|
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|
|
|
|
Occlusion culling
|
|
|
^^^^^^^^^^^^^^^^^
|
|
@@ -748,8 +767,8 @@ RendererSceneOcclusionCull.
|
|
|
|
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|
**Occlusion culling C++ code:**
|
|
|
|
|
|
-- `scene/3d/occluder_instance_3d.cpp <https://github.com/godotengine/godot/blob/4.0/scene/3d/occluder_instance_3d.cpp>`__
|
|
|
-- `servers/rendering/renderer_scene_occlusion_cull.cpp <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_scene_occlusion_cull.cpp>`__
|
|
|
+- `scene/3d/occluder_instance_3d.cpp <https://github.com/godotengine/godot/blob/4.2/scene/3d/occluder_instance_3d.cpp>`__
|
|
|
+- `servers/rendering/renderer_scene_occlusion_cull.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_scene_occlusion_cull.cpp>`__
|
|
|
|
|
|
Visibility range (LOD)
|
|
|
^^^^^^^^^^^^^^^^^^^^^^^
|
|
@@ -763,7 +782,7 @@ same mesh with different LODs (to allow for split screen rendering to look corre
|
|
|
|
|
|
**Visibility range C++ code:**
|
|
|
|
|
|
-- `servers/rendering/renderer_scene_cull.cpp <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_scene_cull.cpp>`__
|
|
|
+- `servers/rendering/renderer_scene_cull.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_scene_cull.cpp>`__
|
|
|
|
|
|
Automatic mesh LOD
|
|
|
^^^^^^^^^^^^^^^^^^
|
|
@@ -790,8 +809,8 @@ their own mesh LOD thresholds (which can be different from the main scene render
|
|
|
|
|
|
**Mesh LOD generation on import C++ code:**
|
|
|
|
|
|
-- `scene/resources/importer_mesh.cpp <https://github.com/godotengine/godot/blob/4.0/scene/resources/importer_mesh.cpp>`__
|
|
|
+- `scene/resources/importer_mesh.cpp <https://github.com/godotengine/godot/blob/4.2/scene/resources/importer_mesh.cpp>`__
|
|
|
|
|
|
**Mesh LOD determination C++ code:**
|
|
|
|
|
|
-- `servers/rendering/renderer_scene_cull.cpp <https://github.com/godotengine/godot/blob/4.0/servers/rendering/renderer_scene_cull.cpp>`__
|
|
|
+- `servers/rendering/renderer_scene_cull.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_scene_cull.cpp>`__
|