Render Settings
The Render Settings panel holds the scene-wide rendering, physics, and post-processing configuration. Unlike per-object settings in the Inspector, these apply to the whole scene and take effect live.
It has an always-present Engine block, a small Physics block, a UI / HUD block, and an add/remove Effects (Volume) stack modelled on Unity's Volume system. Open it from File ▸ Render Settings… or by showing the Render tab.
Every control edits store.renderSettings live, so the viewport updates as you drag. Numeric labels are scrub labels (drag the label; Shift ×10, Alt ×0.1), and most rows have a ? help affordance you can hover for a one-line explanation.
📸 Screenshot - save as img/editor-render-settings.png
The Render Settings panel scrolled to show the Engine section (Tonemap, Anti-aliasing, Render scale, shadow controls) with the Effects (Volume) section and its + Add effect dropdown below.
Engine
The always-present pipeline configuration. Deep detail for each lives in the Rendering pages - this panel is where you set them.
| Control | Range | What it does |
|---|---|---|
| Tonemap | linear / ACES | Final colour mapping - linear is a hard stylized clamp (Godot look); ACES is a filmic highlight rolloff (Unity/Unreal HDR). See Post-processing. |
| Anti-aliasing | MSAA 4× / Off | Multisample AA smooths jagged edges (WebGPU guarantees 4× or off). Off only helps fill-bound scenes. |
| Render scale | 25 %–100 % | Internal render resolution, upscaled to the viewport. Below 100 % cuts GPU fill/bandwidth a lot (softer image). |
| Shadow strength | 0–1 | How dark shadowed surfaces become. 0 = shadows off. See Shadows. |
| Shadow cascades | 1–4 | Shadow-map splits across distance - more = sharper distant shadows, higher cost. |
| Shadow distance | 20–2000 m | Maximum range from the camera that the cascades cover (default 120 m). Past it nothing is shadowed, so raise this first when a large imported world looks flat. |
| Cached shadows | on/off | Re-render only moving shadow casters each frame; cache static ones. Fewer shadow redraws when most of the scene stays put. |
| Static batching | on/off | Merge unique static meshes per grid cell into single draw calls. See Static batching. |
| Batch threshold | ≤1–32 uses | Only meshes used at most this many times get merged; heavily-repeated meshes stay instanced. |
| Merge budget | 4–32 M verts | How much static geometry to merge into big chunks before falling back to per-object draws. |
| GPU cull (exp.) | on/off | Frustum-cull every object on the GPU and draw the opaque main pass indirectly. Default off. Gated on GPU capabilities - see below. |
| Depth prepass | on/off | Draw opaque depth once before shading so fragments hidden behind nearer surfaces skip the lit shader (early-Z). Helps scenes with heavy overdraw; a small cost on trivial ones. Default off. |
| Draw distance | 0 (off)–1000 | Size-aware distance culling: an object stops drawing past (its bounding radius × this number). Big things stay visible far; small props cull close. |
See Performance for how batching, culling, and render scale trade off.
Controls gated on GPU capabilities
GPU cull (exp.) depends on your GPU supporting the WebGPU indirect-first-instance feature. The viewport probes this asynchronously and the panel updates the moment it knows:
- Capabilities still detecting → the toggle is disabled with a "detecting…" note.
- Supported → the toggle is enabled and turning it on takes effect.
- Unsupported → the toggle stays disabled and its help explains that GPU-driven culling can't run on this GPU (on a hybrid-graphics laptop, try switching to the discrete GPU via the viewport's GPU picker).
Physics
| Control | What it does |
|---|---|
| Ground plane | An invisible static floor at y = 0 so dropped objects don't fall forever. Turn off when your scene has its own floor collider. Applies on Play. |
See Physics overview for the simulation this feeds.
UI / HUD
How the screen-space UI (the UINode overlay) sizes itself to the window.
| Control | What it does |
|---|---|
| HUD scaling | Reference height the HUD was designed at: Off (raw px), 720p, 1080p, 1440p, or 2160p. Off = UINodes are raw pixels, fixed size whatever the window (right for a HUD tuned to one resolution). Pick a height and every UINode scales by (viewport height ÷ that height), so the HUD keeps its proportions on any screen - offsets, sizes, and fonts scale together while each element stays pinned to its anchor. |
This is Unity's CanvasScaler "Scale With Screen Size" (height match), stored as renderSettings.uiReferenceHeight (0 = off). Imported HUD/menu packs are reconstructed at 1080 and turn it on automatically. The Viewport's UI edit layer reads the same value, so a dragged element lands where you drop it at any scale. Default: off.
Effects (Volume)
The Effects section is an add/remove stack - like a Unity Volume, an effect that is present is applied, and one you remove is off. Use the + Add effect… dropdown to add one; each added effect gets a header with a ? explanation and a 🗑 to remove it.
| Effect | Controls |
|---|---|
| Sky | Zenith / Horizon / Ground colours - a procedural sky gradient and the ambient it casts |
| Ambient | Intensity + colour - flat light added everywhere |
| Fog | Mode (exp / linear), colour, and density or start/end distance |
| Color Adjustments | Post-exposure, contrast, saturation, hue shift, colour filter |
| Lift / Gamma / Gain | Three-way colour wheels for shadows / midtones / highlights (mid-grey = neutral) |
| Shadows / Midtones / Highlights | Independent tints for each tonal range |
| Bloom | Intensity, threshold, scatter |
| Vignette | Intensity, smoothness, colour |
| Ambient Occlusion (SSAO) | Intensity and radius - soft contact shadows in creases and corners |
The full explanation of each effect is on the Post-processing page; SSAO also has its own notes under PBR & lighting.
Reset to defaults at the bottom restores the entire Engine + Effects configuration.
See also
- Rendering pipeline overview - how these settings feed the frame
- Shadows - cascades, distance, cached shadows
- Post-processing - the Volume effect stack
- Performance - batching, culling, render scale
- Physics overview - the ground plane and simulation