The most significant feature is the intermediate HECL language, using an expressive command syntax to represent cross-platform shaders. This includes a common source representation and intermediate binary representation. Complete vertex and fragment shader programs are generated for supported platforms and may be built on-demand as part of a 3D application runtime.
Beyond shaders, HECL also defines a rigged mesh format called HMDL. Meshes using this encoding interact with HECL, with pose transforms applied via the vertex shader.
For asset pipelines, HECL provides a project system with dependency-resolution much like an IDE or `make`. Assets in their editable representation are *cooked* in-bulk and whenever the source file is updated. Currently, blender is the only-supported input format for rigged meshes with node-materials.