Version: Unity 6.3 LTS (6000.3)
Language : English
View Options overlay reference
Grid and Snap overlay reference

Debug Mode options overlay reference

The Debug Draw Mode overlay has the following options that help you understand your graphics and lighting better. These controls only affect the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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view during development and have no effect on the built game.

To open the Debug Mode options overlay, select the Debug Mode icon in the Draw Modes overlay. For more information, refer to Draw Modes overlay reference.

Debug Mode option Description
Lighting
  • Contributors / Receivers — Show the lightmap contributors and receivers for the selected GameObject.
  • Shadow Cascades — Show directional light shadow cascades.
Realtime Global IlluminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results.
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Visualize aspects of the Enlighten Realtime Global Illumination system. Refer to GI Visualisations for information about each of these modes.
Baked Global Illumination Visualize aspects of the Baked Global Illumination system. For more information about each of these modes, refer to GI Visualisations.
Deferred View each of the elements of the G-buffer in isolation. For more information, refer to Deferred ShadingA rendering path in the Built-in Render Pipeline that places no limit on the number of Lights that can affect a GameObject. All Lights are evaluated per-pixel, which means that they all interact correctly with normal maps and so on. Additionally, all Lights can have cookies and shadows. More info
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.
Miscellaneous
  • Render Paths — Show the rendering pathThe technique that a render pipeline uses to render graphics. Choosing a different rendering path affects how lighting and shading are calculated. Some rendering paths are more suited to different platforms and hardware than others. More info
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    for each GameObject using a color code:
    • Blue indicates deferred shading
    • Yellow indicates forward renderingA rendering path that renders each object in one or more passes, depending on lights that affect the object. Lights themselves are also treated differently by Forward Rendering, depending on their settings and intensity. More info
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    • Red indicates vertex lit
  • Alpha Channel — Render colors with alpha.
  • Overdraw — Render GameObjects as transparent “silhouettes”. The transparent colors accumulate, making it easy to spot places where one object is drawn over another.
  • Mipmaps — Show ideal texture sizes using a color code:
    • Red indicates that the texture is larger than necessary (at the current distance and resolution)
    • Blue indicates that the texture might be larger. The ideal texture sizes depend on the resolution at which your application will run and how close the Camera can get to particular surfaces.
  • Texture Mipmap Streaming — Tint GameObjects green, red, or blue, depending on their status in the Texture Mipmap Streaming system. For more information, see documentation on Analyze mipmap streaming.
  • Sprite Mask — Sprite Masks are used to either hide or reveal parts of a Sprite or group of Sprites. For more information, refer to Sprite MasksA texture which defines which areas of an underlying image to reveal or hide. More info
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    .
Validate Albedo and Validate Metal Sepcular Check whether your physically-based materials use values within the recommended ranges. For more information, refer to Physically Based Material Validator.

Additional resources

View Options overlay reference
Grid and Snap overlay reference