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Rendering Settings

Controls lighting, resolution, and rendering features.

note

These settings affect all users on the currently active branch of the project.

Navigate to the RENDERING section and expand the panel:

Rendering Settings

Here is a breakdown of the available settings:

Environment​

SettingDescription
Ambient ColorThe color of the scene's ambient light, specified in sRGB color space.
SkyboxA cubemap asset rendered behind your 3D scene. Also used as the default environment map for physical materials when prefiltered.
TypeSelect the projection used to render the skybox cubemap:
  • Infinite: Rendered at infinity
  • Box: Mapped to a box mesh
  • Dome: Mapped to a hemispherical dome
Mesh Position / Rotation / ScaleThe position, rotation and scale of the sky mesh.
CenterThe relative normalized offset of the sky from the ground.
IntensityThe skybox intensity, used to match exposure levels.
RotationRotation of the skybox.
MipMip level of the prefiltered skybox. Higher values select lower-resolution, more blurred mips.

Clustered Lighting​

SettingDescription
Clustered LightingEnable clustered lighting.
Cells (X, Y, Z)Number of cells per world-space axis used to subdivide the space containing lights.
Max Lights Per CellMaximum number of lights a cell can store.
Max LightsMaximum number of clustered lights visible in a frame. Keep this as low as the scene allows; values above 255 use a larger light-index texture.
Cookie Atlas ResolutionResolution of the atlas texture storing all non-directional cookie textures.
Cookies EnabledClustered lights support cookies.
Shadows EnabledClustered lights support shadows.
Shadow Atlas ResolutionResolution of the atlas texture storing all non-directional shadow textures.
Shadow TypeThe type of shadow filtering used by all shadows.
Area Lights EnabledClustered lights support area lights.

Gaussian Splatting​

Scene-wide settings for Gaussian splat rendering. Per-entity LOD range and falloff live on the GSplat Component.

SettingDescription
Radial SortingSort splats by radial camera distance instead of view depth.
LOD Update DistanceCamera travel distance that triggers a Gaussian splat LOD update.
LOD Update AngleCamera rotation in degrees that triggers an LOD update. Set to 0 to disable angle updates.
LOD Behind PenaltyDistance multiplier used for splat nodes behind the camera during LOD selection.
LOD Underfill LimitNumber of lower-detail LOD levels that can be used while optimal data loads.
Splat BudgetTarget number of splats rendered across the scene. Non-positive values use the engine default.
Alpha ClipAlpha threshold for Gaussian splat shadow, picking and prepass rendering.
Forward Alpha ClipAlpha threshold below which splats are removed from the forward pass.
Min Pixel SizeMinimum screen-space size below which splats are discarded.
Min ContributionMinimum visual contribution below which splats are culled. Set to 0 to disable it.
Foveation StrengthStrength of contribution culling towards the screen edges. Set to 0 to disable it. Only applies to the GPU-sorted raster renderer; on other renderers it has no effect.
Foveation CenterProtected screen-centre radius where foveation does not apply.
Anti-AliasApply anti-aliasing compensation to splats trained with anti-aliasing.
Use FogApply scene fog to Gaussian splats.
Use TonemappingApply camera tonemapping and scene exposure to Gaussian splats. Other scene objects are unaffected.
Color Update AngleViewing-angle change that triggers a spherical-harmonics color update.
Cooldown TicksTicks an unused streamed splat resource waits before unloading.
Data FormatWork-buffer format used for Gaussian splat rendering. Options: Compact, Large.
Enable IDsStore a unique component ID in the Gaussian splat work buffer.
LOD ModeMetric used to select Gaussian splat detail within the global budget. Options: Error, Distance.

Exposure & Fog​

SettingDescription
ExposureThe exposure value tweaks the overall brightness of the scene.
FogControls an approximation of ambient fog in your scene. Types:
  • None: Fog disabled
  • Linear: Fades in linearly between Fog Start and Fog End distances
  • Exp: Fades in from the view position according to an exponential function
  • Exp2: Fades in from the view position according to an exponential squared function
Fog DensityControls the rate at which fog fades in for Exp and Exp2 fog types. Larger values cause fog to fade in more quickly. Must be positive.
Fog Start / EndDistances, in scene units, where fog starts to fade in (start) and where it reaches maximum (end).

Resolution​

SettingDescription
Resolution Width / HeightThe width/height of your application in pixels.
Resolution ModeDecides whether the canvas resolution changes when it is resized.
Fill ModeDecides how the canvas fills the browser window.

Device & API​

SettingDescription
Device OrderThe order in which attempts are made to create the graphics devices.
Enable WebGPUWhen enabled, the application will try to use WebGPU if available.
Enable WebGL 2.0When enabled, the application will try to use WebGL 2.0 if available.

Rendering Options​

SettingDescription
Power PreferenceProvides a hint to WebGL regarding the preferred power mode:
  • Default: Browser decides
  • High Performance: Prioritize rendering performance
  • Low Power: Prioritize power saving
Anti-AliasWhen disabled, anti-aliasing is disabled for the back buffer.
Device Pixel RatioMultiplies the canvas back buffer resolution by the device pixel ratio (e.g., 2x on Retina). Increases sharpness and GPU/memory usage.
Transparent CanvasMakes the canvas background transparent so the web page shows through. Useful for overlaying the app on custom page designs or UI.
Preserve Drawing BufferPreserves the drawing buffer until explicitly cleared. Useful for taking screenshots.

External Libraries​

SettingDescription
Basis LibraryAdd the necessary libraries to support Basis compression.
Draco LibraryAdd the necessary libraries to support Draco compression.