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PIRL v0.1.0-alpha — Initial Rendering Pipeline

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@SepJs SepJs released this 24 Jul 13:13
· 9 commits to main since this release
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🧪 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

  • ✅ SubViewport-based rendering pipeline

  • ✅ Edge detection (depth + luminance hybrid)

  • ✅ Basic SSAO implementation

  • ✅ Depth access via:

    • hint_depth_texture
    • optional spatial extraction
  • ✅ Luminance-only fallback mode

  • ✅ 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

  1. Import the project or shader files

  2. Attach SubViewport_PassA to your scene pipeline

  3. Configure:

    • Depth mode (recommended: hint_depth_texture)
    • AO radius / intensity
    • Edge sensitivity

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

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Short Release Title

PIRL v0.1.0-alpha — Initial Rendering Pipeline