• 3D
  • Is there a setting for using a non-PBR renderer?

From what I understand, Godot now uses a PBR renderer by default. I've been hopping around between engines to test performance and useability and found that engines that use a non-PBR renderer run as fast as 50x faster than with a PBR renderer. I find that to be necessary, or at least of great assistance for making games for older hardware, either desktop or mobile.

So I'd like to know if there is some sort of way to swap to a non-PBR renderer. I've already looked through the project settings and editor settings but can't seem to find anything about it. If I need to recompile the engine to do so, I'm fine with that. I'd just prefer to not need to tack on my own renderer if possible.

Thanks for any help.

Godot 3 onwards is PBR-only, since it's pretty much the standard workflow for 3D artists these days. However, Godot 3.1 will feature an OpenGL ES 2.0-based renderer tailored for lower-end hardware (in addition to the current GLES 3.0-based renderer). It will still be PBR, but it will rely on more approximative algorithms for material rendering (and not all features will be available, such as refraction or transmittance).

My apologies for my ignorance but is the "Shader material" resource overrides the PBR ones ?