3D
Rendering
- 3D rendering limitations
- Standard Material 3D and ORM Material 3D
- 3D lights and shadows
- Using decals
- Physical light and camera units
- Particle systems (3D)
- High dynamic range lighting
- Global illumination
- Environment and post-processing
- Volumetric fog and fog volumes
- 3D antialiasing
Optimization
- Using MultiMeshInstance3D
- Mesh level of detail (LOD)
- Visibility ranges (HLOD)
- Occlusion culling
- Resolution scaling
- Variable rate shading
Tools
© Copyright 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0). Revision 53e837c6
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