Individual skill
rendering-pipeline
Use when choosing a renderer or planning a project's look and frame budget — renderer per platform, lighting strategy and light limits, anti-aliasing, 3D resolution scaling (FSR, MetalFX), SubViewports and render targets, shader stutter, graphics settings menus, and rendering stats
skills/rendering-pipeline/SKILL.md
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- ai-skills Repository topic
- claude-code Repository topic
- copilot Repository topic
- csharp Repository topic
- game-development Repository topic
- gamedev Repository topic
- gdscript Repository topic
- godot Repository topic
- godot-4 Repository topic
- godot-engine Repository topic
- finance Derived category
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SKILL.mdcore · 14,088 bytesSKILL.mdcore · 14,088 bytesSKILL.mdcore · 14,088 bytesSKILL.mdcore · 14,088 bytesreferences/graphics-settings.mddoc · 8,945 bytesreferences/subviewports.mddoc · 2,089 bytes
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# Rendering Pipeline in Godot 4.3+
Project-level rendering decisions: which renderer runs where, how the lighting is built for it, how edges are smoothed, what resolution 3D renders at, and how to measure the result. All examples target Godot 4.3+ with no deprecated APIs. GDScript is shown first, then C#.
This skill picks the strategy; **3d-essentials** holds the per-node recipes (materials, light properties, GI setup, fog, decals).
> **Related skills:** **3d-essentials** for materials, lights, environment and GI node setup, **2d-essentials** for 2D lights and shadows, **shader-basics** for post-processing, compositor effects and the Shader Baker, **godot-optimization** for profiling CPU/GPU bottlenecks, **web-export** for the Compatibility-only browser target.
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## 1. Pick the Renderer First
The renderer decides which lighting features exist at all, so choose it before building the look.