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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
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.
Cookies EnabledClustered lights support cookies.
Cookie Atlas ResolutionResolution of the atlas texture storing all non-directional cookie textures.
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.

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

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-aliasingWhen 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.