Enum FullScreenDebugMode
Full Screen Debug Mode.
Namespace: UnityEngine.Rendering.HighDefinition
Assembly: Unity.RenderPipelines.HighDefinition.Runtime.dll
Syntax
[GenerateHLSL(PackingRules.Exact, true, false, false, 1, false, false, false, -1, "C:\\temp\\com.unity.render-pipelines.high-definition@14.0\\Packages\\com.unity.render-pipelines.high-definition\\Runtime\\Debug\\DebugDisplay.cs")]
public enum FullScreenDebugMode
Fields
Name | Description |
---|---|
ColorLog | Display Log of the color buffer. |
ContactShadows | Display Contact Shadows buffer. |
ContactShadowsFade | Display Contact Shadows fade. |
DepthOfFieldCoc | Display Depth of Field circle of confusion. |
DepthPyramid | Display the Depth Pyramid. |
FinalColorPyramid | Display the final color pyramid for the frame. |
LensFlareDataDriven | Black background to visualize the Lens Flare |
LightCluster | Display ray tracing light cluster. |
LocalVolumetricFogOverdraw | Display Local Volumetric Fog Overdraw. |
MaxLightingFullScreenDebug | Maximum Full Screen Lighting debug mode value (used internally). |
MaxMaterialFullScreenDebug | Maximum Full Screen Material debug mode value (used internally). |
MaxRenderingFullScreenDebug | Maximum Full Screen Rendering debug mode value (used internally). |
MinLightingFullScreenDebug | Minimum Full Screen Lighting debug mode value (used internally). |
MinMaterialFullScreenDebug | Minimum Full Screen Material debug mode value (used internally). |
MinRenderingFullScreenDebug | Minimum Full Screen Rendering debug mode value (used internally). |
MotionVectors | Display Motion Vectors. |
NanTracker | Display NaNs. |
None | No Full Screen debug mode. |
PreRefractionColorPyramid | Displays the color pyramid before the refraction pass. |
QuadOverdraw | Display Quad Overdraw. |
RayTracedSubSurface | Display ray-traced sub-surface scattering. |
RayTracingAccelerationStructure | Display the ray tracing acceleration structure |
RecursiveRayTracing | Display recursive ray tracing. |
RequestedVirtualTextureTiles | Display Requested Virtual Texturing tiles, colored by the mip |
ScreenSpaceAmbientOcclusion | Display Screen Space Ambient Occlusion buffer. |
ScreenSpaceGlobalIllumination | Display screen space global illumination. |
ScreenSpaceReflectionSpeedRejection | Display Screen Space Reflections rejection used for PBR Accumulation algorithm. |
ScreenSpaceReflections | Display Screen Space Reflections buffer used for lighting. |
ScreenSpaceReflectionsAccum | Display Screen Space Reflections buffer of the current frame hit. |
ScreenSpaceReflectionsPrev | Display Screen Space Reflections buffer of the previous frame accumulated. |
ScreenSpaceShadows | Display Screen Space Shadows. |
TransparencyOverdraw | Display Transparency Overdraw. |
TransparentScreenSpaceReflections | Display the Transparent Screen Space Reflections buffer. |
ValidateDiffuseColor | Display Diffuse Color validation mode. |
ValidateSpecularColor | Display specular Color validation mode. |
VertexDensity | Display Vertex Density. |
VolumetricClouds | Display the volumetric clouds in-scattering x transmittance. |
VolumetricCloudsShadow | Display the volumetric clouds shadow at ground level. |
WorldSpacePosition | Display the world space positions. |