Handles.DrawCamera 的绘制模式。
UserDefined | 用户定义的自定义模式。 |
Normal | 像在游戏中那样绘制摄像机。这会使用摄像机的清除标记。 |
Textured | 使用选择线框绘制摄像机纹理,不进行背景清除。 |
Wireframe | 在线框中绘制摄像机,不进行背景清除。 |
TexturedWire | 绘制摄像机,其中所有对象都有线框且背景未清除。 |
ShadowCascades | 摄像机设置为绘制方向光阴影贴图级联。 |
RenderPaths | 摄像机设置为绘制进行了颜色编码的渲染路径。 |
AlphaChannel | 摄像机设置为显示渲染的 Alpha 通道。 |
Overdraw | 摄像机设置为显示场景过度绘制,颜色越亮则表示过度绘制越严重。 |
Mipmaps | 摄像机设置为显示纹理分辨率,其中红色色调表示分辨率过高,而蓝色色调表示纹理大小可能过大。 |
DeferredDiffuse | Draw diffuse color of Deferred Shading G-buffer. |
DeferredSpecular | Draw specular color of Deferred Shading G-buffer. |
DeferredSmoothness | Draw smoothness value of Deferred Shading G-buffer. |
DeferredNormal | Draw world space normal of Deferred Shading G-buffer. |
RealtimeCharting | 使用不同颜色针对各个实时图表(UV 孤岛)绘制对象。 |
Systems | 使用不同颜色为每个 GI 系统绘制对象。 |
RealtimeAlbedo | Draw objects with the Enlighten Realtime Global Illumination albedo component only. |
RealtimeEmissive | Draw objects with the Enlighten Realtime Global Illumination emission component only. |
RealtimeIndirect | Draw objects with the Enlighten Realtime Global Illumination indirect light only. |
RealtimeDirectionality | Draw objects with the Enlighten Realtime Global Illumination directionality component only. |
BakedLightmap | 仅使用烘焙光照贴图绘制对象。 |
Clustering | 使用不同颜色针对每个集群进行绘制。 |
LitClustering | 绘制光照集群。 |
ValidateAlbedo | 摄像机设置为绘制基于物理且经过反照率验证的渲染。 |
ValidateMetalSpecular | 摄像机设置为绘制基于物理且经过金属或镜面反射验证的渲染。 |
ShadowMasks | 摄像机设置为显示彩色阴影遮罩,将使用相同的颜色为光源辅助图标着色。 |
LightOverlap | 摄像机设置为显示红色静态光源;由于重叠的光源体积超过 4 个,这些光源会回退到“静态”。 |
BakedAlbedo | 仅使用烘焙反照率组件绘制对象。 |
BakedEmissive | 仅使用烘焙发射组件绘制对象。 |
BakedDirectionality | 仅使用烘焙方向组件绘制对象。 |
BakedTexelValidity | 仅使用烘焙纹理像素有效性绘制对象。 |
BakedIndices | 仅使用烘焙索引绘制对象。 |
BakedCharting | 针对各个烘焙图表(UV 孤岛),使用不同的颜色绘制对象。 |
SpriteMask | 摄像机设置为显示 SpriteMask 和 SpriteRenderer,并设置了 SpriteRenderer.maskInteraction。 |
BakedUVOverlap | 使用突出显示的重叠光照贴图纹理像素绘制对象。 |
TextureStreaming | 摄像机设置为在纹理串流调试模式下运行。 |
BakedLightmapCulling | 使用突出显示的可见光照贴图纹理像素绘制对象。 |
GIContributorsReceivers | Draw Mesh Renderers and Terrains in different colors to show their StaticEditorFlags.ContributeGI / ReceiveGI properties. With default colors: Yellow means 'ContributeGI' is off. Blue means that 'ContributeGI' is on and the object receives GI from lightmaps. See Also: ReceiveGI.Lightmaps Red means that 'ContributeGI' is on, but that the object receives GI from Light Probes instead. See Also: ReceiveGI.LightProbes.All colors can be adjusted under Preferences > Colors. |
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