Godot Reverse Z (Breaking Change)

The Godot devs are breaking compatibility in Godot 4.3 to introduce reverse z sorting, which will bring a massive improvement to depth buffer precision at no performance or memory cost.

You may need to tweak your shaders if you use a custom spatial shader that:

  • Writes to POSITION in the vertex processor function
  • Writes to DEPTH in the fragment processor function
  • Reads from depth_texture
  • Operates in clip space

Some methods for migrating affected shaders is included in the blog post: Introducing Reverse Z (AKA I'm sorry for breaking your shader)

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