Geometry Passes
Geometry passes render scene objects into the HDR color buffer and depth buffer. Each pass handles a different type of geometry.
ClearPass
Clears scene_color to black and depth to 0.0 (reversed-Z far plane). Always runs first.
Writes: scene_color, depth
SkyPass
Renders the sky/atmosphere background. Controlled by world.resources.graphics.atmosphere:
Atmosphere::None- Solid background color (default)Atmosphere::Sky- Procedural clear sky gradientAtmosphere::CloudySky- Procedural sky with volumetric cloudsAtmosphere::Space- Procedural starfieldAtmosphere::Nebula- Procedural nebula with starsAtmosphere::Sunset- Procedural sunset gradientAtmosphere::DayNight- Procedural day/night cycle driven by hour parameterAtmosphere::Hdr- HDR environment cubemap
Writes: scene_color
ScenePass
Basic scene rendering pass for simple objects.
Reads/Writes: scene_color, depth
MeshPass
The main PBR mesh rendering pass. Renders all entities with RENDER_MESH | MATERIAL_REF | GLOBAL_TRANSFORM. Features:
- PBR shading with metallic-roughness workflow
- Cascaded shadow mapping - Samples the shadow depth texture
- Spotlight shadows - Samples the spotlight shadow atlas
- Normal mapping - Per-pixel normals from normal textures
- Alpha modes - Opaque, mask (alpha cutoff), and blend
- Entity ID output - Writes entity IDs for GPU picking
- View normals output - Writes view-space normals for SSAO/SSGI
Reads: shadow_depth, spotlight_shadow_atlas
Writes: scene_color, depth, entity_id, view_normals
SkinnedMeshPass
Renders animated skeletal meshes. Reads bone matrices from the skinning buffer and transforms vertices on the GPU.
Reads: shadow_depth, spotlight_shadow_atlas
Writes: scene_color, depth
WaterPass
Renders water surfaces with procedural wave displacement, reflections, and refractions.
Reads/Writes: scene_color, depth
WaterMeshPass
Renders water mesh geometry with tessellation and displacement.
Reads/Writes: scene_color, depth
GrassPass
GPU-instanced grass rendering. Renders thousands of grass blades using instance data from GrassRegion components. Supports wind animation and interactive bending via GrassInteractor components.
Reads/Writes: scene_color, depth
DecalPass
Renders projected decals onto scene geometry. Decals sample the depth buffer to project textures onto surfaces.
Reads/Writes: scene_color, depth
ParticlePass
GPU billboard particle rendering. Reads ParticleEmitter component data and renders camera-facing quads.
Reads/Writes: scene_color, depth
TextPass
Renders 3D world-space text using the font atlas.
Reads/Writes: scene_color, depth
HudPass
Renders screen-space HUD text. Unlike TextPass, HUD text is rendered in screen coordinates with configurable anchoring.
Reads/Writes: scene_color, depth
LinesPass
Renders debug lines from Lines components. Useful for visualization, bounding boxes, and debugging.
Reads/Writes: scene_color, depth
GridPass
Renders an infinite ground grid. Controlled by world.resources.graphics.show_grid.
Reads/Writes: scene_color, depth
UiRectPass
Renders UI rectangles for the immediate-mode UI system.
SelectionMaskPass
Generates a selection mask texture for selected entities. Used by the editor for selection outlines.
Reads: depth
Writes: selection_mask
OutlinePass
Reads the selection mask and renders outlines around selected entities by detecting edges in the mask.
Reads: selection_mask
Writes: scene_color
SDF Passes (feature: sdf_sculpt)
SdfComputePass
Computes SDF brick maps on the GPU.
SdfPass
Raymarches signed distance fields for real-time sculpting visualization.
InteriorMappingPass
Renders interior mapping (parallax cubemap) for building windows.
ProjectionPass / HiZPass
Hierarchical-Z buffer generation for occlusion culling.