Table of Contents

Enum Viewport.DebugDrawEnum

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

Fields

ClusterDecals = 22

Draws the cluster used by Decal nodes to optimize decal rendering.

ClusterOmniLights = 20

Draws the cluster used by OmniLight3D nodes to optimize light rendering.

ClusterReflectionProbes = 23

Draws the cluster used by ReflectionProbe nodes to optimize decal rendering.

ClusterSpotLights = 21

Draws the cluster used by SpotLight3D nodes to optimize light rendering.

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

Draws all of the objects at their highest polycount, without low level of detail (LOD).

Disabled = 0

Objects are displayed normally.

GIBuffer = 18

Draws the buffer used for global illumination (GI).

InternalBuffer = 26

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

Lighting = 2

Objects are displayed without textures and only with lighting information.

MotionVectors = 25

Draws vector lines over the viewport to indicate the movement of pixels between frames.

NormalBuffer = 5

Objects are displayed without lighting information and their textures replaced by normal mapping.

Occluders = 24

Draws the buffer used for occlusion culling.

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

Draws the scene luminance buffer (if available) in the upper left quadrant of the Viewport.

Sdfgi = 16

Draws the cascades used to render signed distance field global illumination (SDFGI).

Does nothing if the current environment's SdfgiEnabled is false or SDFGI is not supported on the platform.

SdfgiProbes = 17

Draws the probes used for signed distance field global illumination (SDFGI).

Does nothing if the current environment's SdfgiEnabled is false or SDFGI is not supported on the platform.

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 as wireframe models.