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Renderer Visual Profiles

Sources: packages/renderer-visual-profiles/src/index.ts.
engine v1.0.234Copy for LLM

Renderer visual profiles are cataloged data. Applying one mutates project.world.environment through the backend renderer.visual_profile.apply path; SceneSnapshot.environment remains the only renderer input.

Catalog version: renderer-visual-profile-catalog.v1. Catalog hash: sha256:9b2ffece70116a7575d5f65915b96348e79bcbaa1ab84d9357ec6dcbb394e345.

Authoring Rules

  • Profiles do not create terrain, navmesh, scatter, gameplay entities, scripts, water systems, Nanite/Lumen equivalents, hardware ray tracing, custom shader source, or custom render passes.
  • Frontend controls consume the catalog and call the backend profile apply action; they do not carry profile defaults.
  • WebGL fallback and WebGPU expectation receipts are part of the profile metadata and must appear in renderer QA/profiler proof.
  • The Post, Effects, and Budget columns are each profile's REQUESTED target, not a guarantee of delivered pixels. The runtime resolves every request against live backend capability and the per-tier frame budget and emits a typed RenderPlan degradation receipt for anything it downgrades. On WebGL, effects-on advanced/cinematic profiles commonly resolve down: the live outdoor_day_clear fixture resolves post to basic/smaa/warm (RenderPlan degradationCount 27, reasons such as physical_sky_hardware_required, screenSpaceGlobalIllumination_requires_standard_pass, colorGrading_requires_standard_pass), and screenSpaceReflections clamps to the probe/environment fallback. Read the profiler's effective quality and clamp reasons for what actually rendered.

Profile Matrix

ProfileTitleCategory/IntentPresetPostEffectsReflectionWebGL fallback/clampsWebGPU expectationQA scenariosBudget
studio_softbox.v1Studio Softboxstudio/softstudiostandardambientOcclusion, bloom, colorGrading, contactShadows, vignetteenvironmentWebGL uses the environment map and authored probes when present.WebGPU uses environment PMREM and authored probes.visual-profile-studio-softbox1920x1080 DPR 1, ultra, WebGL p95 12 ms, WebGPU p95 12 ms
outdoor_day_clear.v1Outdoor Day Clearoutdoor/naturaloutdoor_dayadvancedambientOcclusion, bloom, colorGrading, contactShadows, lightShafts, screenSpaceGlobalIllumination, vignetteenvironmentWebGL uses the environment map and authored probes when present.WebGPU uses environment PMREM and authored probes.visual-profile-outdoor-day-clear1920x1080 DPR 1, ultra, WebGL p95 12 ms, WebGPU p95 12 ms
outdoor_sunset_haze.v1Outdoor Sunset Hazecinematic/dramaticoutdoor_sunsetcinematicambientOcclusion, bloom, colorGrading, contactShadows, lightShafts, screenSpaceGlobalIllumination, screenSpaceReflections, vignetteprobes_plus_ssrWebGL clamps SSR to reflection probe/environment-map fallback.<br>webgl_ssr_reflection_probe_env_map_fallbackWebGPU may resolve selective SSR when scene hints and MRT inputs are available.visual-profile-outdoor-sunset-haze1920x1080 DPR 1, ultra, WebGL p95 16 ms, WebGPU p95 16 ms
forest_morning_haze.v1Forest Morning Hazeoutdoor/naturaloutdoor_dayadvancedambientOcclusion, bloom, colorGrading, contactShadows, lightShafts, screenSpaceGlobalIllumination, vignetteprobesWebGL falls back to environment map if a probe cubemap is unavailable.WebGPU binds authored probes and environment PMREM.visual-profile-forest-morning-haze1920x1080 DPR 1, ultra, WebGL p95 16 ms, WebGPU p95 16 ms
desert_noon_glare.v1Desert Noon Glareoutdoor/dramaticoutdoor_dayadvancedambientOcclusion, bloom, colorGrading, contactShadows, lightShafts, screenSpaceGlobalIllumination, vignetteenvironmentWebGL uses the environment map and authored probes when present.WebGPU uses environment PMREM and authored probes.visual-profile-desert-noon-glare1920x1080 DPR 1, ultra, WebGL p95 16 ms, WebGPU p95 16 ms
jungle_canopy_mist.v1Jungle Canopy Mistcinematic/dramaticoutdoor_daycinematicambientOcclusion, bloom, colorGrading, contactShadows, lightShafts, screenSpaceGlobalIllumination, vignetteprobesWebGL falls back to environment map if a probe cubemap is unavailable.WebGPU binds authored probes and environment PMREM.visual-profile-jungle-canopy-mist1920x1080 DPR 1, ultra, WebGL p95 16 ms, WebGPU p95 16 ms
interior_soft_bounce.v1Interior Soft Bounceindoor/softindooradvancedambientOcclusion, bloom, colorGrading, contactShadows, screenSpaceGlobalIllumination, vignetteprobesWebGL falls back to environment map if a probe cubemap is unavailable.WebGPU binds authored probes and environment PMREM.visual-profile-interior-soft-bounce1920x1080 DPR 1, ultra, WebGL p95 14 ms, WebGPU p95 14 ms
city_sunset_aerial.v1City Sunset Aerialcinematic/showcaseoutdoor_sunsetcinematicambientOcclusion, bloom, colorGrading, contactShadows, lightShafts, screenSpaceGlobalIllumination, screenSpaceReflections, vignetteprobes_plus_ssrWebGL clamps SSR to reflection probe/environment-map fallback.<br>webgl_ssr_reflection_probe_env_map_fallbackWebGPU may resolve selective SSR when scene hints and MRT inputs are available.visual-profile-city-sunset-aerial1920x1080 DPR 1, ultra, WebGL p95 16 ms, WebGPU p95 16 ms
night_moonlit_fog.v1Night Moonlit Fogcinematic/nightnightcinematicambientOcclusion, bloom, colorGrading, contactShadows, screenSpaceGlobalIllumination, vignetteprobesWebGL falls back to environment map if a probe cubemap is unavailable.<br>webgl_depth_of_field_not_available_uses_camera_focus_fallbackWebGPU binds authored probes and environment PMREM.visual-profile-night-moonlit-fog1920x1080 DPR 1, ultra, WebGL p95 16 ms, WebGPU p95 16 ms
renderer_moat_cinematic.v1Renderer Moat Cinematiccinematic/showcaseoutdoor_sunsetcinematicambientOcclusion, bloom, colorGrading, contactShadows, lightShafts, screenSpaceGlobalIllumination, screenSpaceReflections, vignetteplanar_when_authoredWebGL uses authored planar water/probe fallback only.<br>webgl_ssr_reflection_probe_env_map_fallbackWebGPU uses authored planar/probe paths and selective SSR where policy allows.visual-profile-renderer-moat-cinematic<br>renderer-moat-demo2560x1440 DPR 2, ultra, WebGL p95 16 ms, WebGPU p95 16 ms
stylized_pop.v1Stylized Popstylized/showcasestylizedadvancedambientOcclusion, bloom, colorGrading, contactShadows, screenSpaceGlobalIllumination, vignetteenvironmentWebGL uses the environment map and authored probes when present.WebGPU uses environment PMREM and authored probes.visual-profile-stylized-pop1920x1080 DPR 1, ultra, WebGL p95 14 ms, WebGPU p95 14 ms

Lighting Rigs

RigTitlePresetShadow tierContact shadows
studio.softboxStudio Softboxstudiostandardauto
outdoor.clear_sunOutdoor Clear Sunoutdoorcsmauto
outdoor.sunset_hazeOutdoor Sunset Hazeoutdoorcinematic_csmon
outdoor.forest_morningForest Morningoutdoorcsmon
outdoor.desert_noonDesert Noonoutdoorcsmauto
outdoor.jungle_canopyJungle Canopyoutdoorcinematic_csmon
interior.soft_bounceInterior Soft Bounceindoorstandardon
city.sunset_aerialCity Sunset Aerialoutdoorcinematic_csmauto
night.moonlit_fogNight Moonlit Fognightcinematic_csmon
stylized.popStylized Popstylizedcsmauto

Post Profiles

Post profileTitlePresetColor gradeEffects
post.studio_softboxStudio Softbox PoststandardneutralambientOcclusion, bloom, colorGrading, contactShadows, vignette
post.outdoor_day_clearOutdoor Day Clear PostadvancedneutralambientOcclusion, bloom, colorGrading, contactShadows, lightShafts, screenSpaceGlobalIllumination, vignette
post.sunset_hazeSunset Haze PostcinematicwarmambientOcclusion, bloom, colorGrading, contactShadows, lightShafts, screenSpaceGlobalIllumination, screenSpaceReflections, vignette
post.forest_morning_hazeForest Morning Haze PostadvancedcoolambientOcclusion, bloom, colorGrading, contactShadows, lightShafts, screenSpaceGlobalIllumination, vignette
post.desert_noon_glareDesert Noon Glare PostadvancedwarmambientOcclusion, bloom, colorGrading, contactShadows, lightShafts, screenSpaceGlobalIllumination, vignette
post.jungle_canopy_mistJungle Canopy Mist PostcinematiccoolambientOcclusion, bloom, colorGrading, contactShadows, lightShafts, screenSpaceGlobalIllumination, vignette
post.interior_soft_bounceInterior Soft Bounce PostadvancedneutralambientOcclusion, bloom, colorGrading, contactShadows, screenSpaceGlobalIllumination, vignette
post.city_sunset_aerialCity Sunset Aerial PostcinematiccinematicambientOcclusion, bloom, colorGrading, contactShadows, lightShafts, screenSpaceGlobalIllumination, screenSpaceReflections, vignette
post.night_moonlit_fogNight Moonlit Fog PostcinematiccoolambientOcclusion, bloom, colorGrading, contactShadows, screenSpaceGlobalIllumination, vignette
post.stylized_popStylized Pop PostadvancedvibrantambientOcclusion, bloom, colorGrading, contactShadows, screenSpaceGlobalIllumination, vignette

Reflection Profiles

Reflection profileModeWebGL fallbackWebGPU expectation
reflection.environmentenvironmentWebGL uses the environment map and authored probes when present.WebGPU uses environment PMREM and authored probes.
reflection.probesprobesWebGL falls back to environment map if a probe cubemap is unavailable.WebGPU binds authored probes and environment PMREM.
reflection.probes_plus_ssrprobes_plus_ssrWebGL clamps SSR to reflection probe/environment-map fallback.WebGPU may resolve selective SSR when scene hints and MRT inputs are available.
reflection.planar_when_authoredplanar_when_authoredWebGL uses authored planar water/probe fallback only.WebGPU uses authored planar/probe paths and selective SSR where policy allows.
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