Migration notes: godot-3d-lighting
Incremental upgrade for topics this skill covers. Apply one hop, stabilize/test, then next. Never skip hops.
If the project is < 4.0, follow godot-version-migration era bridges (legacy → 3→4) until 4.0, then these hops. Official 3→4: Upgrading from Godot 3 to Godot 4.
3.x → 4.0
Official: Upgrading from Godot 3 to Godot 4
GIProbe→VoxelGI;BakedLightmap→LightmapGI(re-bake).PanoramaSky/ProceduralSky→Sky.SpatialMaterial→StandardMaterial3D.- Environment effect quality → project settings; keep visual toggles on Environment.
4.0 → 4.1
Official: Upgrading to Godot 4.1
RenderingServer.global_shader_parameter_get_list/ RD shader version lists returnArray[StringName].RenderingDevice.draw_list_beginstorage_textures typed asArray[RID].Node3D.look_at/look_at_from_positiongainuse_model_front— retarget spot/area light rigs that used-Zforward assumptions.
4.1 → 4.2
Official: Upgrading to Godot 4.2
- Mesh format upgrade — use Project → Tools → Upgrade Mesh Surfaces; Restart & Upgrade prevents downgrade (re-import meshes that receive baked lighting).
- ImporterMesh/MeshDataTool/SurfaceTool compression flag widths →
uint64. - RenderingDevice BarrierMask enum values changed.
4.2 → 4.3
Official: Upgrading to Godot 4.3
- Reverse Z depth — update custom lighting/shadow shaders and depth-based effects (see Introducing Reverse Z article).
- Decal modulate converted sRGB→linear — retune projector/decal tints in lit scenes.
- RenderingDevice barrier/draw_list API simplified (post_barrier params removed).
4.3 → 4.4
Official: Upgrading to Godot 4.4
RenderingDevice.draw_list_beginsignature overhauled (params removed + breadcrumb).Shaderdefault texture parameter types useTexture/TextureLayered— affects light cookie and IES texture slots.
4.4 → 4.5
Official: Upgrading to Godot 4.5
RenderingServer.instance_reset_physics_interpolation/instance_set_interpolatedremoved.
4.5 → 4.6
Official: Upgrading to Godot 4.6
- Glow default blend Screen (brighter) — retune Environment glow; Mobile glow rewrite looks different.
- Volumetric fog blending brighter — reduce density/energy in fog-heavy lighting setups.
- New Windows projects default D3D12 driver — verify Forward+/Mobile lighting parity after backend change.
- Sky reflection roughness_layers default 7 (was 8).
4.6 → 4.7
Official: Upgrading to Godot 4.7
- Prefer AreaLight3D for rectangular soft lights — correct falloff and shadow softness vs emissive-material workarounds.
- HDR output supported on major platforms — enable in Project Settings → Rendering → Viewport for a true HDR display chain.
Texture2D.get_format()unified on base class (ImageTexture/PortableCompressedTexture2D).LinearToSRGBvisual shader no longer clamps[0,1]on Mobile/Forward+ — rebalance tonemapped emissive looks.Image.save_exr*gain color_image / max_linear_value optionals for HDR light-map export.- NEVER rely on emissive-only panels when AreaLight3D gives physically correct rectangular lighting in Forward+.