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Rendering

Updated October 15, 2026

Each part is a guide of its own, read with guides { path = "<path>" }, and a guides { query } finds the part that answers it:

PathWhat it answers
topics/rendering-lightingThe 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-processThe 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-motionMotion 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-geometryMorph targets, static geometry drawn as clusters, and drawing lines, paths and wireframes.
topics/rendering-reflectionsReflections from the sky, reflection probes and the screen.
topics/rendering-render-featuresRender features: your own GPU passes inserted into the frame (outlines, x-ray, wireframe, decals), and what a pass costs.
topics/rendering-material-graphsA material built as a graph of nodes instead of WGSL.
topics/rendering-capture-passesDebug 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-queriesAsking where the drawn world is along a ray.
topics/rendering-settingsThe [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-shadowsShadow 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-costWhat 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-dataPer-entity shader data: a per-instance property override without a material each, and a population whose members carry their own shader data.
topics/rendering-budgetsThe 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.

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