ReflectionLitMaterial
Base color, metallic, roughness, emissive, and opacity. Supports dynamic updates via revision tracking.
Graphics Pipeline
Abyssal uses a modern WebGPU renderer centered on the ReflectionLit material path.
Scene → Renderer traversal → MeshRenderer → ReflectionLitMaterial → GPU draw.
Shared meshes and materials are cached for performance. Editor overlays (grid, gizmos, picking) use specialized paths.
Base color, metallic, roughness, emissive, and opacity. Supports dynamic updates via revision tracking.
Loaded once and shared across instances. Supports built-in primitives and imported OBJ geometry.
Project-owned appearance definitions that resolve to runtime materials.
The renderer already uses an HDR scene-color path, a tone-mapping pass, and a bloom foundation that preserves emissive color identity while keeping editor overlays separate.