Legacy Documentation: Version 5.2
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DrawCameraMode

enumeration

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Description

Drawing modes for Handles.DrawCamera.

Variables

NormalDraw the camera like it would be drawn in-game. This uses the clear flags of the camera.
TexturedDraw the camera textured with selection wireframe and no background clearing.
WireframeDraw the camera in wireframe and no background clearing.
TexturedWireDraw the camera where all objects have a wireframe overlay. and no background clearing.
ShadowCascadesDraw directional light shadowmap cascades.
RenderPathsDraw color-coded render paths.
AlphaChannelDisplay alpha channel of the rendering.
OverdrawDisplay scene overdraw, with brighter colors indicating more overdraw.
MipmapsDisplay texture resolution, with red tint indicating too high resolution, and blue tint indicating texture sizes that could be higher.
DeferredDiffuseDraw diffuse color of Deferred Shading g-buffer.
DeferredSpecularDraw specular color of Deferred Shading g-buffer.
DeferredSmoothnessDraw smoothness value of Deferred Shading g-buffer.
DeferredNormalDraw world space normal of Deferred Shading g-buffer.
ChartingDraw objects with different color for each chart (UV island).
SystemsDraw objects with different color for each GI system.
AlbedoDraw objects with the albedo component only.
EmissiveDraw objects with the emission component only.
IrradianceDraw objects with real-time GI only.
DirectionalityDraw objects with directionality for real-time GI.
BakedDraw objects with baked GI only.
ClusteringDraw with different color for each cluster.
LitClusteringDraw lit clusters.
DrawCameraModeDraw textured with overlaid lightmap resolution grid.