# ADR 0016: Unified rendering contract ## Status Accepted ## Context Rendering state crossed settings, hydration, game runtime, Solari readiness, editor viewport ownership, and diagnostics. The project already had `ActiveCameraRenderProfile` for project and volume intent, but GI fallback decisions were repeated across camera sync, Solari systems, and UI. Bevy 0.18 Solari is still experimental. It needs raytracing-capable hardware, eligible `Mesh3d + MeshMaterial3d` scene geometry, Solari-compatible mesh assets (TriangleList, POSITION/NORMAL/UV_0/TANGENT, U32 indices), a render-scene bind group, and a compatible directional or emissive light source. It also does not replace Forward PBR local point/spot lighting. ## Decision - `settings` owns the neutral render-stack contract: `ActiveCameraRenderProfile` is requested intent, and `EffectiveRenderStack` records requested GI, effective GI, Solari readiness, local shadow-light state, and fallback reason. - `game_hot` owns runtime application of the stack. Camera systems call the shared resolver and mirror the result into `RenderingCapabilities` for renderer method selection and diagnostics. - Requested Solari and effective Solari are distinct. Requested Solari keeps eligible project geometry tagged for raytracing and attaches Bevy Solari as soon as RT support is available. - Point/spot `LightDesc` components are runtime-disabled while Solari is active. They stay authored and editable enough to switch kind, but hydration strips/skips their Bevy `PointLight`/`SpotLight` components and the inspector explains the limitation on the component. - Effective Solari and atmosphere force an HDR camera target regardless of authored HDR settings. Bevy Solari requires `STORAGE_BINDING` on the camera main texture, and Bevy sky/atmosphere pipelines must not be carried onto an SDR swapchain render pass. - Runtime changes that alter the active render target or effective Solari/Forward path rebuild the active camera stack instead of incrementally patching it. This prevents stale pipelines from surviving texture-format transitions. - Hybrid Auto remains the default policy: use Solari for directional/emissive scenes, surface readiness diagnostics while it warms up, and fall back to Forward PBR only when RT features are unavailable. - Material authoring includes emissive color, intensity, and texture fields so scenes can create Solari-compatible emissive contributors without Rust changes. ## Consequences - Diagnostics must report requested GI, effective GI, and fallback reason from `EffectiveRenderStack` rather than deriving labels independently. - Project settings can disable user-authored HDR, but the active camera still receives `Hdr` when atmosphere or effective Solari requires an HDR target. - Solari mesh eligibility is based on hydrated project geometry under `LevelObject` ancestry with `RaytracingExcluded` helpers filtered out. Built-in primitive hydration generates tangents for Solari compatibility; imported/custom meshes remain visible in diagnostics when they lack required Solari mesh attributes or U32 indices. - Existing scenes and material assets remain compatible through serde defaults for new emissive fields. - Bevy 0.19+ rendering upgrades remain a separate migration track under ADR 0002, not part of this contract change.