Releases: SepJs/PIRL
Release list
PIRL v0.2.0 — Perceptual Rendering Core
Overview
PIRL v0.2.0 introduces the foundation of the Perceptual Rendering Core, evolving the project from an experimental shader concept into a structured real-time rendering pipeline.
This release focuses on establishing the core architecture required for low-cost, high-perception rendering through depth-aware processing, temporal techniques, and adaptive reconstruction.
✨ Highlights
🧠 Perceptual Rendering Core
- Introduced the main multi-pass rendering pipeline
- Added depth-aware image processing
- Improved edge preservation and visual reconstruction
- Established the foundation for future rendering improvements
⚡ Performance-Oriented Design
- Optimized for low-end GPU environments
- Reduced unnecessary rendering overhead
- Designed around efficient screen-space techniques
🔧 Pipeline Improvements
- Modular rendering stages
- Cleaner separation between processing passes
- Improved scalability for future features
🎮 Godot Integration
- Improved compatibility with Godot 4.x rendering workflow
- More reusable project structure
- Better foundation for future plugin-based integration
🛠️ Technical Foundation
PIRL v0.2.0 introduces the core systems behind the pipeline:
- Depth-aware processing
- Edge detection
- Perceptual lighting enhancement
- Temporal accumulation framework
- Adaptive rendering architecture
🚀 What's Next
Future releases will focus on:
- Advanced temporal reconstruction
- Improved motion handling
- Higher quality upscaling
- More advanced lighting approximation
- Further optimization for integrated GPUs
PIRL v0.2.0 — Building the foundation for lightweight perceptual rendering.
PIRL v0.1.0-alpha — Initial Rendering Pipeline
🧪 PIRL v0.1.0-alpha
Initial Public Preview
Release Summary
First experimental release of PIRL (Physically-Informed Rendering Layer).
This version establishes the core rendering pipeline and validates the architecture.
Included
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✅ SubViewport-based rendering pipeline
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✅ Edge detection (depth + luminance hybrid)
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✅ Basic SSAO implementation
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✅ Depth access via:
hint_depth_texture- optional spatial extraction
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✅ Luminance-only fallback mode
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✅ Modular PassA structure
Technical Notes
- Designed for Godot 4.x
- Optimized for real-time performance
- Focus on low-overhead screen-space effects
- No external dependencies
Known Limitations
⚠️ AO sampling is minimal (quality not final)⚠️ Edge stability may vary on thin geometry⚠️ No temporal filtering yet⚠️ No PassB refinement stage
Usage
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Import the project or shader files
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Attach
SubViewport_PassAto your scene pipeline -
Configure:
- Depth mode (recommended:
hint_depth_texture) - AO radius / intensity
- Edge sensitivity
- Depth mode (recommended:
Roadmap
- Temporal stabilization (TAA-inspired)
- Multi-pass refinement (PassB)
- Better AO sampling patterns
- Performance profiling tools
- Debug visualization modes
Tag this release as:
v0.1.0-alpha
GitHub Release Settings
- ✔️ Set as Pre-release
- ❌ Do NOT mark as latest
- ✔️ Attach screenshots / gifs (if you have)
Short Release Title
PIRL v0.1.0-alpha — Initial Rendering Pipeline