I started with godot about a year ago, but got back to Unity due to some things bothering me, specially with C# support on Godot.
Most, if not all of those problems seem to have been fixed on Godot 4 so i'm really considering coming back to it.
However, in the mean time i've found this: https://youtu.be/ZsMHY4LDyRE about rendering 3d objects as pixel art and following catlikecoding tutorials for Unity i've made a good progress on making my own rendering pipeline to achieve such effects. The only thing stopping me now from switching to godot(again '-') is being able to keep working on my own renderer on the engine.
I've seen a RenderingServer and RenderingDevice on the Godot API and they seem to do what i need but there's no usage examples on them so i'm not really sure what they're capable of and how would i do anything with them and also, the API on the RenderingServer states that it is "completely opaque" so i wouldn't even be able to customize it.
Also, I've seen some people on reddit say that with the Godot 4 API, a custom rendering pipeline should be possible, but there's no documentation for it. Can anyone help me understand the current state of this part of the engine?
Date of Recording: 2021-01-22
It's been a while since the last update from before the holidays. Several things have been in the works, including a fairly involved procedural terrain generator that deserves its own explanation video some day. Here we are showing off the improvement to the main pixel art shader including light-aware edge colorati...