Type Alias: RenderSetting
RenderSetting =
object
Defined in: src/setting/RenderSetting.ts:13
Properties
debug
debug:
boolean
Defined in: src/setting/RenderSetting.ts:14
renderPassState
renderPassState:
number
Defined in: src/setting/RenderSetting.ts:15
renderState_left
renderState_left:
number
Defined in: src/setting/RenderSetting.ts:16
renderState_right
renderState_right:
number
Defined in: src/setting/RenderSetting.ts:17
renderState_split
renderState_split:
number
Defined in: src/setting/RenderSetting.ts:18
quadScale
quadScale:
number
Defined in: src/setting/RenderSetting.ts:19
hdrExposure
hdrExposure:
number
Defined in: src/setting/RenderSetting.ts:20
drawOpMin
drawOpMin:
number
Defined in: src/setting/RenderSetting.ts:21
drawOpMax
drawOpMax:
number
Defined in: src/setting/RenderSetting.ts:22
drawTrMin
drawTrMin:
number
Defined in: src/setting/RenderSetting.ts:23
drawTrMax
drawTrMax:
number
Defined in: src/setting/RenderSetting.ts:24
zPrePass
zPrePass:
boolean
Defined in: src/setting/RenderSetting.ts:25
useLogDepth
useLogDepth:
boolean
Defined in: src/setting/RenderSetting.ts:26
useCompressGBuffer
useCompressGBuffer:
boolean
Defined in: src/setting/RenderSetting.ts:27
gpuCull?
optionalgpuCull?:boolean
Defined in: src/setting/RenderSetting.ts:37
GPU-driven culling — when true, frustum + (when paired with Hi-Z) occlusion tests run on the GPU per mesh instance and produce a drawIndexedIndirect arg buffer. The compute pass is fully implemented in GPUCullPass / GPUFrustumCull_cs; what's still skeleton is the drawNodes consumer (_transparentDraw.ts, driven by ColorPass) that actually issues the indirect call (the existing per-node iteration coexists). Flip this on AND open the integration in drawNodes to get the 5-20× perf win.
msaa
msaa:
0|2|4|8
Defined in: src/setting/RenderSetting.ts:42
Per-instance MSAA sample count for the main color pass. 0 disables MSAA (default). Valid non-zero values: 2 | 4 | 8 depending on device support. Enabling MSAA unlocks alpha-to-coverage (set LitMaterial.alphaMode = 'MASK').
useOIT
useOIT:
boolean
Defined in: src/setting/RenderSetting.ts:47
Opt-in order-independent transparency (Weighted Blended OIT). When true, materials with oitMode === 'weighted' are routed through the OIT accum/resolve features instead of the sorted transparent path. Default false — matches legacy behavior.
decals?
optionaldecals?:boolean
Defined in: src/setting/RenderSetting.ts:53
Opt-in projected decals. When true, ForwardRendererJob inserts DecalShadowVolumePass between the opaque/transmission half and the sorted transparent half — every active DecalComponent projects its texture onto the opaque scene via stencil shadow volumes. Default false.
useStencil?
optionaluseStencil?:boolean
Defined in: src/setting/RenderSetting.ts:66
Opt-in 8-bit stencil buffer on the main color pass. When true, GBufferFrame allocates its depth attachment as depth24plus-stencil8 instead of the default depth32float, so material-level stencil state (Material.stencilFront/Back/ ReadMask/WriteMask/Ref) is actually validated and bound at pipeline build time. Off by default — adding stencil makes the depth attachment incompatible with depth-only sampling paths (SSR/SSGI/Outline read _MainDepthTexture as sampleType: depth), so opt in only when the project actually needs stencil and the z-prepass is disabled (zPrePass: false) — the prepass path routes the color pass through a separate depth32floatzPreTexture and the stencil attachment is silently dropped.
tonemap
tonemap:
TonemapSetting
Defined in: src/setting/RenderSetting.ts:74
Final HDR→LDR tonemap. Runs after every other post (Bloom, FXAA, GodRay, etc.) so the ACES curve sees the composited HDR signal. Setting enable=false reverts to a passthrough pass — lighting and bloom shaders no longer apply inline ACES, so the frame will be raw HDR clamped at swapchain encode time.
postProcessing
postProcessing:
object
Defined in: src/setting/RenderSetting.ts:78
post effect
enable?
optionalenable?:boolean
bloom?
optionalbloom?:BloomSetting
ssao?
optionalssao?:object
ssao.debug
debug:
any
ssao.enable
enable:
boolean
ssao.radius
radius:
number
ssao.bias
bias:
number
ssao.aoPower
aoPower:
number
ssr?
optionalssr?:SSRSetting
taa?
optionaltaa?:TAASetting
gtao?
optionalgtao?:GTAOSetting
ssgi?
optionalssgi?:GTAOSetting
outline?
optionaloutline?:OutlineSetting
globalFog?
optionalglobalFog?:GlobalFogSetting
skyline?
optionalskyline?:SkylineSetting
godRay?
optionalgodRay?:GodRaySetting
fxaa?
optionalfxaa?:object
fxaa.enable
enable:
boolean
depthOfView?
optionaldepthOfView?:DepthOfViewSetting
volumetricFog?
optionalvolumetricFog?:VolumetricFogSetting

