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- Rebake lightmaps in Global Illumination demo with supersampling to improve quality. - Increase SDFGI quality in the Global Illumination demo (slightly more demanding, but better matches the quality standards of 2026). All demos had Project > Tools > Upgrade Project Files ran on them with 4.6.stable (4.6.stable.mono for demos in the `mono/` folder).
Decals
This demo includes many examples of Decal nodes in action, for the purpose of showcasing Godot's rendering capabilities.
The decal filter mode can be adjusted in the top-left corner:
- For games with a pixel art appearance, the Nearest filter mode can be used instead of Linear.
- Filter modes with Mipmaps prevent decals from looking grainy at a distance, at a small performance cost. When mipmaps are used without anisotropic filtering, decals will look blurry when viewed at oblique angles.
- Filter modes with Anisotropic don't look grainy at a distance and also avoid looking blurry when viewed at oblique angles. However, filter modes with Anisotropic have a greater performance cost than enabling Mipmaps alone.
Language: GDScript
Renderer: Forward+
Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2736
