Table of Contents

Enum Viewport.DebugDrawEnum

Namespace
Godot
Assembly
GodotSharp.dll
public enum Viewport.DebugDrawEnum : long

Fields

ClusterDecals = 22
ClusterOmniLights = 20
ClusterReflectionProbes = 23
ClusterSpotLights = 21
DecalAtlas = 15

Draws the decal atlas used by Decals and light projector textures in the upper left quadrant of the Viewport.

DirectionalShadowAtlas = 10

Draws the shadow atlas that stores shadows from DirectionalLight3Ds in the upper left quadrant of the Viewport.

DisableLod = 19
Disabled = 0

Objects are displayed normally.

GIBuffer = 18
InternalBuffer = 26

Draws the internal resolution buffer of the scene before post-processing is applied.

Lighting = 2
MotionVectors = 25
NormalBuffer = 5
Occluders = 24
Overdraw = 3

Objects 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 = 14

Colors 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 = 11
Sdfgi = 16
SdfgiProbes = 17
ShadowAtlas = 9

Draws the shadow atlas that stores shadows from OmniLight3Ds and SpotLight3Ds in the upper left quadrant of the Viewport.

Ssao = 12

Draws 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 = 13

Draws 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 = 1

Objects are displayed without light information.

VoxelGIAlbedo = 6

Objects are displayed with only the albedo value from VoxelGIs.

VoxelGIEmission = 8

Objects are displayed with only the emission color from VoxelGIs.

VoxelGILighting = 7

Objects are displayed with only the lighting value from VoxelGIs.

Wireframe = 4

Objects are displayed in wireframe style.