We propose a method to accurately handle fluorescence in a non‐spectral (e.g., tristimulus) rendering engine, showcasing color‐shifting and increased luminance effects. Core to our method is a principled reduction technique that encodes the reradiation into a low‐dimensional matrix working in the space of the renderer's Color Matching Functions (CMFs). Our process is independent of a specific CMF set and allows for the addition of a non‐visible ultraviolet band during light transport. Our representation visually matches full spectral light transport for measured fluorescent materials even for challenging illuminants.