Perception-driven rendering optimization framework for Godot 4.x, built by Inner Void Studio.
Full architecture: addons/pirl/docs/PIRLSpec.md
Block 2 -- Core Shaders, done. pirl_surface (Stage 1+2), pirl_post
(Stage 5), and pirl_particle are in this drop. The originally-planned
pirl_shadow.gdshader was dropped as a separate file -- see the note in
PIRLSpec.md Section 7 for why -- with its one genuine technique (alpha-
cutout shadows) folded into pirl_surface instead.
- Copy
addons/pirl/into your Godot project'saddons/folder. - Project Settings -> Plugins -> enable PIRL.
- A
PIRLautoload singleton is now available game-wide.
addons/pirl/
├── plugin.cfg Godot plugin manifest
├── plugin.gd Editor entry point, registers the PIRL autoload
├── core/
│ └── pirl_renderer.gd Global pipeline controller (skeleton -- Blocks 3-4 fill this in)
├── shaders/
│ ├── pirl_surface.gdshader Stage 1 + Stage 2 -- base render + perceptual lighting
│ ├── pirl_post.gdshader Stage 5 -- post-processing illusion
│ └── pirl_particle.gdshader Lightweight GPU particle effects
├── resources/
│ └── pirl_preset.gd PIRLPreset -- the schema every preset is built from
└── docs/
└── PIRLSpec.md Full technical specification
| Block | Contents | Status |
|---|---|---|
| 1. Foundation | Spec, plugin skeleton, preset schema | Done |
| 2. Core Shaders | pirl_surface / pirl_post / pirl_particle (shadows folded into pirl_surface) | Done |
| 3. Rendering Systems | Renderer, temporal upscaler, foveal pass, lighting manager | -- |
| 4. Optimization Systems | LOD, budget manager, physics optimizer, texture streamer | -- |
| 5. Presets | semi_realistic / stylized / horror / cel_shading | -- |
| 6. Tools + Testing | Demo scene, benchmarks, doc polish | -- |