Editor settings, entities, resources, C# and exports. Task instructions and the API reference.
Choose a task. Each article specifies the required setup and dependencies.
Camera profiles, volumes, exposure, bloom, LUTs and diagnostics.
Deferred, Forward+, Mobile, Compatibility, antialiasing and Radiant status.
VisualShader, surface outputs and post-processing materials.
Choose the right guide, follow a workflow and diagnose the result.
A fullscreen spatial pass with reverse-Z, INV_PROJECTION_MATRIX and controlled distance haze.
PBR slope coloring, regular and instance uniforms, independent materials and .rdata persistence.
An area light, such as a neon light tube or a screen.
Abstract base class for defining the 3D rendering properties of meshes.
Built-in DrawableTexture2D copying and blending.
Complete shaders, built-in tables, Sprite2D regions and troubleshooting.
A material for CanvasItems.
Compatibility, Mobile and Forward+: actual features, drivers and fallback.
Configurable lexical highlighting for keywords, numbers, calls and colored regions.
An ordered collection of effects at 3D rendering stages.
Base callback resource for a compositor stage.
A CPU-based 2D particle emitter.
A CPU-based 3D particle emitter.
A working C# burst: materials, geometry, triggering and visibility diagnosis.
Entity that projects a texture onto a MeshInstance3D.
Directional 2D light from a distance.
Directional light from a distance, as from the Sun.
Initialization, complete C# examples, multiple outputs and correct blending.
Base class for SyntaxHighlighter used by the ScriptEditor.
Resource for environment nodes (like WorldEnvironment) that define multiple rendering options.
News, source code and a direct line to the team.