# Graphics compositor Advanced Programmer >[!Note] >This page requires a basic understanding of graphics pipelines. The **graphics compositor** organizes how [scenes](../../game-studio/scenes.md) are rendered. You can use it to customize almost every part of the rendering pipeline. For example, you can: - use one or multiple [cameras](../cameras/index.md) - filter entities - render to one or more [render textures](render-textures.md), with different viewports - set HDR or LDR rendering - apply [post effects](../post-effects/index.md) to a render target, selected before or after rendering a camera - clear a render target or clear only the depth buffer (eg to always render on top of a render target in a FPS game, or render the UI) - modify the compositor from scripts (or any animation system), for example to modify post effects ## Create a graphics compositor Stride includes a graphics compositor when you create a project. If you need to create another graphics compositor, in the **Asset View**, click **Add asset** and select **Misc > Graphics compositor**. ![Add graphics compositor](media/add-graphics-compositor.png) You can choose one of two presets: * Level 10 (HDR with [post effects](../post-effects/index.md)) * Level 9 (LDR with no post effects) ## Set the graphics compositor You can have multiple graphics compositors in your project, but you can only use one compositor at a time. At runtime, Stride uses the graphics compositor you specify in [Game Settings](../../game-studio/game-settings.md). ![Set default scene](../../game-studio/media/game-settings-graphics-compositor.png) You can also change the graphics compositor at runtime in a script. ## Open the graphics compositor editor You customize the graphics compositor in the **graphics compositor editor**. >[!Note] >The graphics compositor editor is an experimental feature. In the **Asset View** (in the bottom pane by default), double-click the **Graphics Compositor** asset. ![Graphics Compositor asset](media/graphics-compositor-asset.png) The **graphics compositor editor** opens. ![Graphics Compositor editor](media/graphics-compositor-editor.png) ## Nodes The graphics compositor editor is divided into **nodes**. You can set the properties of each node in the **Property Grid** on the right. ### Entry points In the **Entry Points** node, you configure the pipeline for each entry point. ![Entry points node](media/entry-points-node.png) There are three entry points: * **Game**, to render your game * **Editor**, to render the Game Studio editor * **Single view** (referred to as **Utility** in the Property Grid), to render other things, such as [light probes](../lights-and-shadows/light-probes.md) and [cubemaps](../textures/skyboxes-and-backgrounds.md) Each entry point can use a separate rendering pipeline. For example, the game and editor might share the same forward renderer and [post-processing effects](../post-effects/index.md) while your single view uses a separate forward renderer. #### Connect an entry point to a renderer 1. Select the **Entry point** node. 2. In the **Property Grid**, next to the entry point you want to connect (**Editor**, **Game** or **Utility**), select the renderer you want to connect to. ![Select renderer](media/connect-entry-point.png) For information about the different renderers, see [Scene renderers](scene-renderers.md). ### Forward renderer In a typical setup, the **forward renderer** renders almost everything in your scene. It renders, in order: 1. opaque objects 2. transparent objects 3. [post effects](../post-effects/index.md) The forward renderer is also where you set [virtual reality](../../virtual-reality/index.md) options. You configure the forward renderer properties in the **forward entry node**. ### Debug renderer The **debug renderer** is used by scripts to print debug information. For more information, see [Debug renderers](debug-renderers.md). ### Post-processing effects The **post-processing effects** node comes after the forward renderer and controls the post effects in your game. For more information, see [post-processing effects](../post-effects/index.md). ## Create a node To create a node, right-click the graphics compositor editor and select the type of node you want to create: ![Create node](../../virtual-reality/media/create-node.png) ## See also * [Camera slots](../cameras/camera-slots.md) * [Scene renderers](scene-renderers.md) * [Custom scene renders](custom-scene-renderers.md) * [Debug renderers](debug-renderers.md)