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Liminalita Devlog / ENTRY_#3: Shader Optimization & Visual Refinements

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Custom Shader Optimizations

Over the past few weeks, development focused heavily on refactoring and optimizing the custom GLSL and GDShader pipelines across Liminalita.

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Key Shader Enhancements

  • Fragment Pass Performance: Streamlined surface normal map evaluations and screen-space outline calculations, reducing fragment shader instructions and improving framerates in dense room layouts.
  • Material & Palette Batching: Combined multi-color outline Passes into single-pass materials to eliminate unnecessary render state changes.
  • Water & Transparency Shaders: Optimized the depth and refraction calculations in the aquarium and pool water shaders for consistent cross-platform performance.

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These visual and rendering performance improvements pave the way for upcoming environment expansions and level generation features.

— sol.vin

TAGGED SKILLS:
Godot 4 GDShader GLSL Shaders
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