Work in progress. These docs are new and are likely missing a lot of info. If you notice something wrong or missing, open an issue. PRs are welcome as well.

Rendering & lighting

A brick-walled room with a red sphere, coloured boxes and a pillar, in the Hyperion editor viewport

Overview

  • Vulkan is the main backend. DirectX 12 is available on Windows as an experimental backend.
  • Clustered deferred shading supports large numbers of dynamic lights. Translucent materials use a forward clustered pass.
  • Baked lighting comes from the lightmapper built into the editor, along with reflection and irradiance probes for moving objects.
  • Realtime GI & reflections: In addition to our baked lighting, we do support realtime GI for HWRT-supported devices. (DDGI and ray traced reflections). For non-HWRT we have screen space reflections. Screen space global illumination deprecatation is planned so it is not recommended to use
  • Shaders are written in HLSL, compiled with DXC, and reload live in the editor on save

In this section

TODO

  • Lights and shadows

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