2D and 3D Rendering with Vulkan
In this chapter, we’ll take a look at the new Vulkan renderer for 2D and 3D. We’ll start by looking at the new global illumination systems. Signed distance field global illumination (SDFGI) can be used in 3D open-world games; we’ll look at how we can use it in this chapter. Then, we’ll look at Volumetric Fog in 3D games, as well as how to use the FogVolume node to make our games look realistic. After, we’ll look at the GPU-based particles node, attractors, collision, trails, and 2D particles. Decals can be used to project a texture onto a mesh, which we will look at in the last recipe.
In this chapter, we will cover the following recipes:
- Showing off SDFGI
- Using Volumetric Fog to enhance your games
- Understanding the FogVolume node
- Working with particle nodes in Godot 4
- Using decals in your game