feat: more advanced rendering effects#388
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…ect shadows - Fix the MSAA implementation and add denoiser performance improvements to the GPU raytracer. - Add the kiss3d scene inspector. - Render shadows for transparent objects.
…essing - Extend the rasterizer material model: distance fog, colored ambient light, clearcoat, anisotropy, reflectance, transmission and AlphaMode (opaque / mask / blend / premultiplied). - Add orthographic 3D projection and physical camera exposure. - Add color grading to the HDR tonemap pass and FXAA/CAS post-processing. - Gamma-correct sRGB mipmap downsampling.
…ng & SSAO - Equirectangular skybox and image-based lighting (IBL) for the rasterizer, with auto-exposure (eye adaptation). - Per-object and per-camera render-layer masks. - Parallax-occlusion mapping with method/layer-count controls. - Geometry prepass and screen-space ambient occlusion (SSAO). - egui-driven demos for the new features, plus fixes (anisotropic tangent, auto-exposure crash, parallax relief conventions).
- Load glTF/GLB models with animations and GPU skinning. - Support morph targets.
- Add clustered (forward+) lighting. - Enable hardware ray tracing based on device capabilities (remove the hw_raytracer feature). - Add reflection probes and screen-space reflections (SSR). - Add reflector objects and per-object reflectors (mirrors).
… transmission - Implement depth of field. - Refactor the WGSL shaders using WESL (conditional compilation) and add more timestamp queries. - Make vsync configurable at runtime; remove the force_full debug flag. - Add light layers and let objects opt out of casting shadows. - Screen-space refractive transmission that actually works. - Better mirror and material_pbr examples plus shader/CI fixes.
- Bring the GPU raytracer closer to parity with the rasterizer (true Lambert, matching ambient/IBL and DoF parameters, orthographic camera fix, subsurface). - Add the rt_switcher feature and enable it (and most example assets) on the web, including web-compatible skinning. - Examples, CI and cleanup: chaining in examples, antialiasing demo, remove the multi_light/tonemapping-raytracer leftovers, drop the useless MSAA sample zero, and assorted warning/CI fixes.
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This introduces a wide variety of rendering effects, getting kiss3d closer to parity with other graphics engines (like three.js and bevy):
A few screen captures follow.
Screen.Recording.2026-06-07.at.14.14.37.mov
Screen.Recording.2026-06-07.at.14.16.36.mov
Screen.Recording.2026-06-07.at.14.17.39.mov
Screen.Recording.2026-06-07.at.14.19.34.mov
Screen.Recording.2026-06-07.at.14.20.29.mov