mirror of
https://github.com/stan220/godot-docs.git
synced 2026-09-08 18:29:11 +00:00
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:
+45
-19
@@ -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.
|
||||
|
||||
|
||||
Reference in New Issue
Block a user