- Make 3D lights with shadows darker when using Compatibility to better
match the appearance of Forward+/Mobile, due to the use of sRGB blending
for those lights.
- Silence some warnings when running projects with the Compatibility
rendering method, such as the one about 2D MSAA not being supported.
- Rebake lightmaps in Global Illumination to improve quality and reduce
light leaking with improvements from 4.3.
- Increase probe density for dynamic objects, and mark the moving box
as a dynamic object for GI purposes.
This is done to improve the experience with the web-based demos,
which always run with the Compatibility rendering method.
Procedural Materials
This demo includes procedurally generated materials with 3 different techniques:
-
NoiseTexture2D: Built-in class that generates images on the CPU based on noise patterns (such as Simplex or Cellular). This is suited for static textures only. Texture generation is done asynchronously and is faster than using scripting, since the noise algorithms are implemented in C++ in the engine.
-
Scripting: Uses the Image class to procedurally generate an ImageTexture on the CPU. This is suited for static textures only. This approach is more flexible than NoiseTexture2D, but is slower to generate textures. Once the texture is generated, rendering performance is identical to NoiseTexture2D.
-
Shaders: Uses a 2D shader on a ColorRect node that matches a Viewport's size with the resulting ViewportTexture applied to a material. This is updated on the GPU in real-time, and is most suited for animated textures. This approach can also be used for static textures, with a lower performance overhead since the texture doesn't need to be updated every frame.
Language: GDScript
Renderer: Forward+
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2749
