# Godot Rendering — Quick Reference Last verified: 2026-02-12 | Engine: Godot 4.6 ## What Changed Since ~4.3 (LLM Cutoff) ### 4.6 Changes - **D3D12 is the default rendering backend on Windows** (was Vulkan) - **Glow processes before tonemapping** (was after) — uses screen blending mode - **AgX tonemapper**: new white point and contrast controls - **SSR overhauled**: better realism, visual stability, and performance ### 4.5 Changes - **Shader Baker**: Pre-compiles shaders to reduce startup time - **SMAA 1x**: New anti-aliasing option (sharper than FXAA, cheaper than TAA) - **Stencil buffer support**: Enables selective geometry masking/portal effects - **Bent normal maps**: Directional occlusion encoded in normal map textures - **Specular occlusion**: Ambient occlusion now correctly affects reflections ### 4.4 Changes - **`RenderingDevice.draw_list_begin`**: Many parameters removed; optional `breadcrumb` added - **Shader texture types**: Changed from `Texture2D` to `Texture` base type - **Particles `.restart()`**: Added optional `keep_seed` parameter ### 4.3 Changes (in training data) - **Compositor node**: `Compositor` + `CompositorEffect` for post-processing chains ## Current API Patterns ### Post-Processing (4.3+) ```gdscript # Use Compositor node — NOT manual viewport shader chains # Add Compositor as child of WorldEnvironment or Camera3D # Create CompositorEffect resources for each post-process step ``` ### Anti-Aliasing Options (4.6) ``` Project Settings → Rendering → Anti Aliasing: - MSAA 2D/3D: Hardware MSAA (quality but expensive) - Screen Space AA: FXAA (fast, blurry) or SMAA (sharp, moderate cost) # SMAA new in 4.5 - TAA: Temporal (best quality, ghosting on fast motion) ``` ### Rendering Backend Selection (4.6) ``` Project Settings → Rendering → Renderer: - Forward+ (default): Full featured, desktop-focused - Mobile: Optimized for mobile/low-end, limited features - Compatibility: OpenGL 3.3 / WebGL 2, broadest hardware support Windows default backend: D3D12 (was Vulkan pre-4.6) ``` ## Common Mistakes - Assuming Vulkan is the default backend on Windows (D3D12 since 4.6) - Using manual viewport chains instead of Compositor for post-processing - Using `Texture2D` in shader uniform types (use `Texture` since 4.4) - Not using Shader Baker for projects with many shader variants