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Rendering

Sektor's renderer is a native DirectX 12 forward+ pipeline built for credible, modern lighting.

Lighting

  • Clustered forward lighting — many local lights per scene without a hard low cap.
  • Directional, point, spot, and rectangular area lights.
  • Cascaded shadow maps for the sun, plus local shadows for point and spot lights.
  • Image-based lighting from baked, box-projected reflection probes and prefiltered HDR environment maps.
  • Atmosphere — a physical sky and horizon model, driven by the scene's environment settings.

Materials

Physically based metallic-roughness materials with base color, normal, metallic-roughness, and emissive channels. Materials are reusable assets, assignable per model slot, and editable live — changing one material updates every object that references it. See Assets & Materials.

Post-processing

  • HDR rendering pipeline with filmic tone mapping and exposure control.
  • Temporal anti-aliasing (TAA) with motion compensation.
  • Physical-camera motion blur and depth of field.

Environment

Sky color, ambient light, fog, exposure, and the environment map are scene-owned settings. They render consistently in the viewport, in engine captures, and in Play mode — so what you author is what you ship.

Performance

The renderer performs frustum culling and streams scene geometry through a content-hash-aware asynchronous cache, so editing stays responsive as worlds grow.