Enum RenderingServer.ViewportDebugDraw
- Namespace
- Godot
- Assembly
- GodotSharp.dll
public enum RenderingServer.ViewportDebugDraw : long
Fields
ClusterDecals = 22Draws the Decal cluster. Clustering determines where decals are positioned in screen-space, which allows the engine to only process these portions of the screen for decals.
ClusterOmniLights = 20Draws the OmniLight3D cluster. Clustering determines where lights are positioned in screen-space, which allows the engine to only process these portions of the screen for lighting.
ClusterReflectionProbes = 23Draws the ReflectionProbe cluster. Clustering determines where reflection probes are positioned in screen-space, which allows the engine to only process these portions of the screen for reflection probes.
ClusterSpotLights = 21Draws the SpotLight3D cluster. Clustering determines where lights are positioned in screen-space, which allows the engine to only process these portions of the screen for lighting.
DecalAtlas = 15Draws the decal atlas that stores decal textures from Decals.
DirectionalShadowAtlas = 10Draws the shadow atlas that stores shadows from DirectionalLight3Ds in the upper left quadrant of the Viewport.
The slice of the camera frustum related to the shadow map cascade is superimposed to visualize coverage. The color of each slice matches the colors used for PssmSplits. When shadow cascades are blended the overlap is taken into account when drawing the frustum slices.
The last cascade shows all frustum slices to illustrate the coverage of all slices.
DisableLod = 19Disable mesh LOD. All meshes are drawn with full detail, which can be used to compare performance.
Disabled = 0Debug draw is disabled. Default setting.
GIBuffer = 18Draws the global illumination buffer (VoxelGI or SDFGI).
InternalBuffer = 26Internal buffer is drawn instead of regular scene so you can see the per-pixel output that will be used by post-processing effects.
Lighting = 2Objects are displayed with only light information.
MotionVectors = 25Draws the motion vectors buffer. This is used by temporal antialiasing to correct for motion that occurs during gameplay.
NormalBuffer = 5Normal buffer is drawn instead of regular scene so you can see the per-pixel normals that will be used by post-processing effects.
Occluders = 24Draws the occlusion culling buffer. This low-resolution occlusion culling buffer is rasterized on the CPU and is used to check whether instances are occluded by other objects.
Overdraw = 3Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw (represented by brighter colors) means you are wasting performance on drawing pixels that are being hidden behind others.
Note: When using this debug draw mode, custom shaders will be ignored. This means vertex displacement won't be visible anymore.
PssmSplits = 14Colors each PSSM split for the DirectionalLight3Ds in the scene a different color so you can see where the splits are. In order they will be colored red, green, blue, yellow.
SceneLuminance = 11Draws the estimated scene luminance. This is a 1×1 texture that is generated when autoexposure is enabled to control the scene's exposure.
Sdfgi = 16Draws SDFGI cascade data. This is the data structure that is used to bounce lighting against and create reflections.
SdfgiProbes = 17Draws SDFGI probe data. This is the data structure that is used to give indirect lighting dynamic objects moving within the scene.
ShadowAtlas = 9Draws the shadow atlas that stores shadows from OmniLight3Ds and SpotLight3Ds in the upper left quadrant of the Viewport.
Ssao = 12Draws the screen space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have SsaoEnabled set in your WorldEnvironment.
Ssil = 13Draws the screen space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have SsilEnabled set in your WorldEnvironment.
Unshaded = 1Objects are displayed without light information.
VoxelGIAlbedo = 6Objects are displayed with only the albedo value from VoxelGIs.
VoxelGIEmission = 8Objects are displayed with only the emission color from VoxelGIs.
VoxelGILighting = 7Objects are displayed with only the lighting value from VoxelGIs.
Wireframe = 4Debug draw draws objects in wireframe.