Graphics Pipeline

Rendering

Abyssal uses a modern WebGPU renderer centered on the ReflectionLit material path.

Core Pipeline

Scene → Renderer traversal → MeshRenderer → ReflectionLitMaterial → GPU draw.

Shared meshes and materials are cached for performance. Editor overlays (grid, gizmos, picking) use specialized paths.

ReflectionLitMaterial

Base color, metallic, roughness, emissive, and opacity. Supports dynamic updates via revision tracking.

MeshAsset

Loaded once and shared across instances. Supports built-in primitives and imported OBJ geometry.

MaterialAsset

Project-owned appearance definitions that resolve to runtime materials.

Current HDR and Bloom Foundation

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.

Related Reading