Godot Baldur’s Gate 3 Shader

Community Spotlight: Our Medieval Modular Pack Featured in 80 Level’s Baldur’s Gate 3 Occlusion Shader Breakdown

See how our Medieval Modular Wall Pack was utilized in an 80 Level feature recreating Baldur’s Gate 3’s character occlusion shader inside Godot Engine.

Nothing validates our production standards more than seeing our modular 3D libraries in the hands of talented developers pushing technical boundaries. Recently, 80 Level featured an in-depth breakdown by a technical artist recreating Baldur’s Gate 3’s iconic character occlusion shader inside Godot Engine—and we are thrilled to see our Medieval Modular Wall Pack serving as the core structural foundation for the demonstration.

The Challenge: Recreating AAA Occlusion in Real-Time

In top-down and isometric RPGs like Baldur’s Gate 3, player readability is essential. When characters walk behind massive stone towers or fortress walls, the engine must gracefully dissolve or outline occluding geometry without breaking depth testing or visual immersion.

Achieving this requires:

  • Clean geometric normals and watertight mesh alignment.
  • Consistent UV coordinates to prevent shading tearing during dissolve transitions.
  • Accurate collision and depth-buffer sampling across overlapping modular pieces.

Seeing our medieval stone gates, modular battlements, and fortress walls stress-tested under custom Godot screen-space shaders highlights the versatility of our topology.

Engineered for Cross-Engine Reliability

While originally built with industry-standard PBR pipelines in mind, our modular collections are engineered to be truly engine-agnostic:

  • Snap-to-Grid Precision: Enables quick assembly in Unreal Engine, Unity, Blender, or Godot without gap artifacts.
  • Optimized Triangle Counts: Balances high surface fidelity with real-time performance, ideal for custom shader calculations.
  • Production-Ready PBR Materials: Delivers realistic surface response whether rendered under advanced real-time GI or stylized custom shaders.

Read the Full Breakdown on 80 Level

Curious about how the character occlusion shader was engineered from scratch in Godot? Check out the complete article and technical breakdown over at 80 Level.

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