Enum Viewport.DebugDrawEnum
- Namespace
- Godot
- Assembly
- GodotSharp.dll
public enum Viewport.DebugDrawEnum : long
Fields
ClusterDecals = 22ClusterOmniLights = 20ClusterReflectionProbes = 23ClusterSpotLights = 21DecalAtlas = 15Draws the decal atlas used by Decals and light projector textures in the upper left quadrant of the Viewport.
DirectionalShadowAtlas = 10Draws the shadow atlas that stores shadows from DirectionalLight3Ds in the upper left quadrant of the Viewport.
DisableLod = 19Disabled = 0Objects are displayed normally.
GIBuffer = 18InternalBuffer = 26Draws the internal resolution buffer of the scene before post-processing is applied.
Lighting = 2MotionVectors = 25NormalBuffer = 5Occluders = 24Overdraw = 3Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw means you are wasting performance on drawing pixels that are being hidden behind others.
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, and yellow.
SceneLuminance = 11Sdfgi = 16SdfgiProbes = 17ShadowAtlas = 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 = 4Objects are displayed in wireframe style.