Skip to main content

Lighting Diagnostics and Render Pipeline

Lighting Diagnostics (bottom area) helps you understand lights and shadows: which lights are active, why a shadow is missing, how the shadow atlas is used. It can also edit your scene's lighting defaults. Render Pipeline (bottom area) checks a render graph JSON file and lists its passes. Open both from the View menu.

Lighting Diagnostics​

Choosing what to inspect​

ViewportInspectsTemporary overrides
Scene ViewScene ViewYes
Model PreviewThe Model EditorYes
Material PreviewThe Material Editor previewYes
Play session (read only)Your running gameNo

Temporary overrides affect only the chosen viewport and are never saved.

ControlAction
PREVIEW LIGHTINGModel and Material previews: Preview rig (neutral lights) or Scene lighting (your scene's lights).
TEMPORARY SHADOW PRESETOff, Performance, Balanced, Quality or Ultra, to compare quality levels.
DEBUG SHADINGOff, Visibility, Cascades or Light count.
Solo selected / show allShows only the selected light, or all lights again.
LightSelects a light to show its details.

Scene View reapplies your scene's real lighting after your next scene edit.

What it shows​

The summary lists light counts, shadow maps drawn or reused, shadow atlas size and use, and CPU and GPU shadow time. The details list the selected light's status:

StatusMeaning
ReadyShadows are working.
Shadows disabledShadows are off for this light or the scene.
Resident light limitMore shadowed lights than max_resident_lights allows.
Atlas fullNo room in the shadow atlas; make it larger or lower shadow resolutions.
Refresh deferredWaiting its turn to update this frame.
Preparation errorSomething failed; the error is shown.

The shadow atlas diagram shows where each light's shadow maps sit. Click a rectangle, or use the SHADOW MAP menu, to select a map. With the diagram focused, arrow keys and Home / End step through maps.

Scene defaults​

These edit the lighting block of your scene file (Scenes: lighting) as Undo steps:

ControlScene key
Scene illuminationlighting.enabled
Scene shadowslighting.shadows.enabled
SHADOW FILTER QUALITY (Low, Medium, High)lighting.shadows.filter
AUTHORED SHADOW PRESET (Performance, Balanced, Quality, Ultra)lighting.shadows.preset
ATLAS WIDTH (power of two)lighting.shadows.atlas_size
ATLAS HEIGHT (0 = square)lighting.shadows.atlas_height
AMBIENT RED / GREEN / BLUE (linear)lighting.ambient

Individual lights are edited in Inspector.

Render Pipeline​

ControlAction
PIPELINESource document (the file you are editing) or Play session (the graph your running game uses).
Validate active graphChecks the current document as a render graph, including unsaved changes. For Play session, refreshes.
Restart Play previewSaves all documents and restarts Play with them.
PASSSelects a pass.
Open shader source / Open caster sourceOpens the pass's shader / shadow shader.

A valid graph lists each pass with its mesh, shader, depth and lighting settings, inputs and outputs. An invalid graph shows the reason, also in Output under Render graph. Validation checks the file; it cannot promise the GPU will accept it.

See cturtle/mesh_pipeline.

Limits​

  • Render graphs built in code (C or BT) can be inspected but not edited.
  • Applying graph changes without restarting Play is Not implemented.