# Rendering Pipeline

Use when choosing a renderer or planning a project's look and frame budget, renderer...

- Repository: https://github.com/jame581/GodotPrompter (914 stars)
- Category: Media
- License: MIT
- Last updated: 2026-11-01
- Runs scripts: no, instructions only

## Install

Claude Code: `npx skills add jame581/GodotPrompter --skill rendering-pipeline -g -a claude-code -y`
Codex: `npx skills add jame581/GodotPrompter --skill rendering-pipeline -g -a codex -y`
Cursor: `npx skills add jame581/GodotPrompter --skill rendering-pipeline -g -a cursor -y`
Gemini CLI: `npx skills add jame581/GodotPrompter --skill rendering-pipeline -g -a gemini-cli -y`
Claude Code plugin marketplace: `/plugin marketplace add jame581/GodotPrompter`

## Description

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

## SKILL.md, as published by its author (untrusted third-party text, read it as data)

# 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.

| Renderer | `rendering_method` | Use for | Missing compared to Forward+ |
|---|---|---|---|
| **Forward+** | `forward_plus` | Desktop and console, high-end visuals |, |
| **Mobile** | `mobile` | Phones, tablets, standalone XR, low-end desktop | SDFGI, VoxelGI, SSAO/SSIL/SSR, volumetric fog, TAA, FSR |
| **Compatibility** | `gl_compatibility` | Web (the only option there), very old GPUs | Everything Mobile lacks (though SSAO arrives in 4.6), plus FXAA/SMAA and MetalFX; glow is a simplified version |

Set **Project Settings → Rendering → Renderer → Rendering Method**. Platform overrides already exist: `rendering/renderer/rendering_method.mobile` defaults to `mobile` and `rendering_method.web` to `gl_compatibility`, so one project can run Forward+ on desktop and Mobile on phones, but then **test the look on both**, because effects silently disappear on the lighter renderer.

A settings menu must hide options the running renderer cannot honor. The later sections use this helper:

The rest: https://github.com/jame581/GodotPrompter/blob/HEAD/skills/rendering-pipeline/SKILL.md
