I’ve been working on a custom build of GDevelop that adds a native 3D post-processing pipeline and several lighting improvements directly into the engine source. This is an experimental release — it’s functional and buildable, but it’s not part of the official GDevelop repo yet. A pull request has been submitted to @4ian for review.
Download: Release gdevelop 5.6.260 · Carrotstudio0/GDevelop
What’s new in 5.6.260
3D Post-Processing Pipeline
A full post-processing stack is now available as native 3D layer effects. All effects share a single scene color + depth capture per layer to avoid duplicated rendering work, and pass ordering is managed and fixed to prevent conflicts: SSAO, RIM, DOF, SSR, FOG, BLOOM.
New effects:
- Chromatic Aberration
- Color Grading
- Tone Mapping (ACES / Reinhard / Cineon / Linear)
- Screen-Space Reflections (SSR)
- Depth of Field (DOF)
- Volumetric Fog
- SSAO
- Rim Light
Quality profiles (low, medium, high) control capture resolution and sampling cost per effect.
Advanced Directional Light Shadows
The DirectionalLight was upgraded to Cascaded Shadow Maps (CSM) for significantly better near/far shadow quality. New shadow parameters include: base shadow map size (up to 4096 on high-end GPUs), max shadow distance, cascade split lambda, normal bias, softness radius, stabilization toggle, shadow follow camera, and follow lead. Value clamping and adaptive bias tuning are also in place for more robust behavior.
Flickering Light & Targeting
Improved Flickering Light behavior with updated integration and targeting options for PointLight and SpotLight.
Physics3D
Updated Physics3D behavior and runtime integration for ragdoll and joints-heavy setups.
Important
This is an experimental build pending review. Once verified, the changes are intended to be merged into the main GDevelop repository by @4ian. Use it for testing and feedback — I’d love to know how the effects perform across different hardware.
THX YOU <💕
Islam Ibrahim
GDevelop general How do I...?
