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
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
MaterialsPBR parameters, texture slots and buckets.