Rendering
Each part is a guide of its own, read with guides { path = "<path>" }, and a guides { query } finds the part that answers it:
| Path | What it answers |
|---|---|
topics/rendering-lighting | The lighting toolbox (sun, ambient, sky, point and spot lights), how their intensities compare, baked global illumination with lightmaps and light probes, and reading baked light in your own shader. |
topics/rendering-post-process | The post-process chain: effects on the scene and display layers, exposure and tone mapping, the chain reaching an offscreen capture, colour grading with a lookup table, and verifying a post effect by numbers. |
topics/rendering-motion | Motion blur (the camera's shutter), the velocity buffer every temporal technique reads, reading it as numbers, and what the motion_vectors picture encodes. |
topics/rendering-geometry | Morph targets, static geometry drawn as clusters, and drawing lines, paths and wireframes. |
topics/rendering-reflections | Reflections from the sky, reflection probes and the screen. |
topics/rendering-render-features | Render features: your own GPU passes inserted into the frame (outlines, x-ray, wireframe, decals), and what a pass costs. |
topics/rendering-material-graphs | A material built as a graph of nodes instead of WGSL. |
topics/rendering-capture-passes | Debug camera views a capture selects by name (capture pass=<name>), a pass that is part of the film, and what a pass reads and when it exists. |
topics/rendering-scene-queries | Asking where the drawn world is along a ray. |
topics/rendering-settings | The [render] settings in .world_settings (shadows, deferred shading, transparency, culling), texture filtering, frame pacing, the frame-rate cap, the pipeline cache, and what the renderer still owes the picture. |
topics/rendering-shadows | Shadow budgets for point and spot lights, which casters cast and with what geometry, a caster's own shadow view, shadow maps that are not drawn again, and which light spends the budget. |
topics/rendering-draw-cost | What a frame spends on drawing: objects culled before they stop existing, the cost of materials, of a transparent crowd and of a skinned crowd. |
topics/rendering-instance-data | Per-entity shader data: a per-instance property override without a material each, and a population whose members carry their own shader data. |
topics/rendering-budgets | The device's quality tier, what the render targets cost, and what the engine holds for content and why an asset will not load. |
Finding the rest
lsp.methods("lights") and lsp.methods("postprocess") list those surfaces in full; asset.inspect("@builtin::components.Camera") shows the camera's render fields. For rendering into a texture (mirrors, minimaps, in-UI 3D) see the render-textures guide; for the shaders these passes run, the shaders guide. The model to hold: content makes the look, lights/postprocess tune the scene at runtime, and .world_settings [render] sets the pipeline.