Merge pull request #5213 from Calinou/update-list-of-features

Update List of features for recent changes in the `master` branch
This commit is contained in:
Max Hilbrunner
2021-08-30 20:18:30 +02:00
committed by GitHub
+45 -19
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@@ -92,14 +92,18 @@ Vulkan renderer.
- Hard or soft shadows.
- Font rendering using bitmaps or rasterization using FreeType.
- Font rendering using bitmaps, rasterization using FreeType or
multi-channel signed distance fields (MSDF).
- Bitmap fonts can be exported using tools like BMFont.
- Dynamic fonts supports monochrome fonts as well as colored fonts.
Supported formats are TTF and OTF.
- Dynamic fonts supports optional font outlines with adjustable width and color.
- Dynamic fonts supports variable fonts and OpenType features.
- Support for font oversampling to keep fonts sharp at higher resolutions.
- Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for emoji).
Supported formats are TTF, OTF and WOFF1.
- Dynamic fonts support optional font outlines with adjustable width and color.
- Dynamic fonts support variable fonts and OpenType features.
- Dynamic fonts support oversampling to keep fonts sharp at higher resolutions.
- Signed distance field fonts can be scaled at any resolution without
requiring re-rasterization. Multi-channel usage makes SDF fonts scale down
to lower sizes better compared to monochrome SDF fonts.
- GPU-based particles with support for custom particle shaders.
- CPU-based particles.
@@ -139,6 +143,11 @@ Vulkan renderer.
- HDR rendering with sRGB.
- Perspective, orthographic and frustum-offset cameras.
- Support for rendering 3D at a lower resolution while keeping 2D rendering at
the original scale. This can be used to improve performance on low-end systems.
- `OpenGL support planned for a future Godot 4.x release <https://godotengine.org/article/about-godot4-vulkan-gles3-and-gles2>`__.
- If you need OpenGL support, use Godot 3.x which remains supported.
**Physically-based rendering:**
@@ -177,39 +186,56 @@ Vulkan renderer.
- Baked lightmaps (fast, but can't be updated at run-time).
- Lightmaps are baked on the GPU using compute shaders.
- Supports baking indirect light only or baking both direct and indirect lighting.
The bake mode can be adjusted on a per-light basis to allow for hybrid light
baking setups.
- Supports lighting dynamic objects using automatic and manually placed probes.
- Optionally supports directional lighting and reflections based on spherical
harmonics.
- Lightmaps are baked on the GPU using compute shaders (much faster compared
to CPU lightmapping).
- GI probes (slower, fully real-time). Supports reflections.
- Signed distance field GI (intermediate, supports dynamic lights but not
dynamic occluders). Supports reflections.
- Global illumination uses a deferred pass to allow for adaptive subsampling.
- Global illumination uses a deferred pass to allow for rendering GI at half
resolution to improve performance.
**Reflections:**
- Voxel-based reflections (when using GI probes) and SDF-based reflections (when using signed distance field GI).
- Voxel-based reflections (when using GI probes) and SDF-based reflections
(when using signed distance field GI).
- Fast baked reflections or slow real-time reflections using ReflectionProbe.
Parallax correction can optionally be enabled.
- Screen-space reflections.
- Reflection techniques can be mixed together for greater accuracy.
- Reflection techniques can be mixed together for greater accuracy or scalability.
**Sky:**
- Panorama sky (using an HDRI).
- Procedural sky and Physically-based sky that respond to the DirectionalLights in the scene.
- Support for custom sky shaders.
- Support for custom sky shaders, which can be animated.
- Radiance can be updated in real-time depending on the quality settings chosen.
**Fog:**
- Depth fog (exponential or with custom attenuation).
- Height fog (floor or ceiling) with adjustable attenuation.
- Support for automatic depth fog color depending on the camera direction
(to match the sun color).
- Optional transmittance to make lights more visible in the fog.
- Exponential depth fog.
- Exponential height fog.
- Support for automatic fog color depending on the sky color (aerial perspective).
- Support for sun scattering in the fog.
**Particles:**
- GPU-based particles with support for custom particle shaders.
- GPU-based particles with support for subemitters (2D + 3D), trails (2D + 3D),
attractors (3D only) and collision (3D only).
- Particle attractor shapes supported: box, sphere and 3D vector fields.
- Particle collision shapes supported: box, sphere, baked signed distance field
and real-time heightmap (suited for open world weather effects).
- Trails can use the built-in ribbon trail and tube trail meshes, or custom
meshes with skeletons.
- Support for custom particle shaders with manual emission.
- CPU-based particles.
**Post-processing:**
@@ -530,8 +556,8 @@ Animation
- Support for playing sounds in animation tracks.
- Support for Bézier curves in animation.
Formats
^^^^^^^
File formats
^^^^^^^^^^^^
- Scenes and resources can be saved in :ref:`text-based <doc_tscn_file_format>` or binary formats.