Debugging ray-traced effects
The High Definition Render Pipeline (HDRP) includes the Render Pipeline Debug window, which you can use to debug and understand ray-traced effect in HDRP. To debug raytraced effects:
- Open the debug menu, select Window > Render Pipeline > Render Pipeline Debug.
- Select the Lighting panel.
- Use the Fullscreen Debug Mode drop-down menu to select which ray tracing effect to debug.
Light Cluster Debug Mode: The red regions show where the number of lights per cell is equal to the maximum number of lights per cell.
Debug modes
Fullscreen Debug Mode | Description |
---|---|
SSAO | When Ray-Traced Ambient Occlusion is active, this displays the screen space buffer that holds the ambient occlusion. |
Screen Space Reflection | When Ray-Traced Reflections are active, this displays the ray-traced reflections. |
Contact Shadows | When Ray-Traced Contact Shadows are active, this displays the ray-traced contact shadows. |
Screen Space Shadows | When screen space shadows are active, this displays the set of screen space shadows. If you select this option, Unity exposes the Screen Space Shadow Index slider that allows you to change the currently active shadows. Area lights shadows take two channels. |
Indirect Diffuse | When Ray-Traced Global Illumination is active, this displays a screen space buffer that holds the indirect diffuse lighting. |
Light Cluster | This displays the cluster using a debug view that allows you to see the regions of the Scene where light density is higher, and potentially more resource-intensive to evaluate. |