Engine features
Choose a material aspect or rendering capability, learn its public API, and explore it in a live glTF sample. These features belong to the engine and shared shader modules; glTF is one way to author and exchange them. Each page describes glTF core or extension support separately.
Surface appearance
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Metallic and rough surfaces — Base color, metallic response, and roughness describe surfaces ranging from matte dielectrics to polished metals.
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Unlit surfaces — Unlit surfaces preserve their surface color without evaluating scene lighting, useful for signs, diagrams, and baked artwork.
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Emissive surfaces — Emission makes a surface contribute its own visible radiance, including values above the display white level.
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Specular reflection — Specular reflection controls the strength and tint of dielectric highlights independently of the base diffuse color.
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Index of refraction — Index of refraction controls the optical contrast at a dielectric boundary and influences reflection and transmitted light.
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Transmission, volume, and dispersion — Transparent materials transmit light through a surface; thickness, absorption, and wavelength separation describe glass and colored volumes.
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Clearcoat — Clearcoat adds a secondary glossy layer over a base surface, useful for varnish, lacquer, and automotive paint.
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Sheen — Sheen adds a soft grazing-angle response for fabric, velvet, and other surfaces with fine fibers.
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Iridescence — Thin-film interference produces view-dependent colors, useful for coated glass, soap films, and decorative finishes.
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Anisotropic reflection — Anisotropic reflection stretches highlights along a surface direction, useful for brushed metal and directional surface finishes.
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Normal and bump mapping — Normal and height textures add apparent fine surface detail without increasing mesh tessellation.
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Diffuse transmission and scattering — Diffuse transmission lets light emerge from the opposite side of a thin or scattering surface, useful for leaves, paper, and translucent ceramics.
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Texture coordinates and transforms — Independent texture coordinate sets and transforms let each surface map use its own placement, rotation, and scale.
Scene capabilities and asset delivery
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Material variants — Material variants switch authored surface appearances while preserving the scene hierarchy and model identities.
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Animation and deformation — Animation combines clip playback, skeletal deformation, and morph targets to bring characters and scene objects to life.
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Mesh instancing — Instancing draws many placements of shared geometry with one draw per compatible primitive instead of duplicating models.
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Punctual lighting — Directional, point, and spot lights provide explicit scene illumination with controllable direction, intensity, and color.
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Compressed geometry and textures — Compressed geometry and textures reduce asset transfer size and can reduce GPU texture storage when the device supports the resulting format.
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Scene visibility — Hide a scene subtree while preserving its hierarchy and resources for later reuse.
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Animated crowds and levels of detail — Render independently animated characters with shared GPU geometry and select mesh detail by projected screen size.
glTF integration reference
The format-focused documentation remains the source for import contracts and support details: