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(1 edit)

Thanks, yeah, by "meager rendering options" I just meant that godot doesn't provide a good way to do a custom post effect or custom rendering pass. Even the official documentation suggests using fullscreen quad for that, while it is still MeshInstance3D and has coordinates, AABB and is affected by environment

oh I see, that’s fair. thanks for the link about fullscreen quad, that seems very useful to get my raymarching shader working in the editor. it’s pretty funny that this hacky solution is in the docs!