Transparent Pass
Forward-shaded alpha-blended geometry rendering with read-only depth, composited after the deferred lighting pass using the over operator.
Related Documentation
Shadow Pass
Deep technical reference for Helio's two-pass GPU-driven shadow system — ShadowMatrixPass (compute) and ShadowPass (depth rasterisation), covering the shadow atlas, CSM frustum-fit algorithm, FNV-1a dirty detection, dynamic-offset trick, and downstream integration with the deferred lighting pass.
GPU-Driven Pipeline & Automatic Instancing
How Helio's GPU-driven rendering pipeline works end to end — from CPU object submission to automatic draw call batching, frustum culling, and multi_draw_indexed_indirect — with zero per-object CPU iteration
Billboard Pass
Camera-facing instanced quad rendering for icons, particles, and HUD markers in the Helio deferred renderer