godotengine,
@godotengine@mastodon.gamedev.place avatar

PSA! 🚨

We are introducing minor compatibility breakage in shaders to bring you an import optimization.

Read more: https://godotengine.org/article/introducing-reverse-z/

#godot #godotengine #shaders #rendering

bitinn,
@bitinn@mastodon.gamedev.place avatar

@godotengine I haven’t been this excited for a shader breakage for a while.

bitinn,
@bitinn@mastodon.gamedev.place avatar

@godotengine but but, how did you do it on OpenGL ES / Android? I thought it wasn’t possible?

bitinn,
@bitinn@mastodon.gamedev.place avatar

@godotengine ok answering my own question, looks like reverse z is possible on GLES3 but because of [-1,1] z range there isn’t much depth precision to be gained.

Still I think this is better than having no reverse z on OpenGL ES (eg. Unity).

aras,
@aras@mastodon.gamedev.place avatar

@bitinn @godotengine yeah on OpenGL ES you can reverse Z, but it does not bring any benefits (besides consistency). Back when Unity implemented it (some 8 years ago?), it had a downside that some mobile GPUs were slightly less efficient with reversed depth test (something something Z early rejection), that's one of the reasons why OpenGL ES left with non-reversed Z in Unity. These days probably not an issue anymore.

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