Drawing modes for Handles.DrawCamera.
| Normal | Draw the camera like it would be drawn in-game. This uses the clear flags of the camera. |
| Textured | Draw the camera textured with selection wireframe and no background clearing. |
| Wireframe | Draw the camera in wireframe and no background clearing. |
| TexturedWire | Draw the camera where all objects have a wireframe overlay. and no background clearing. |
| ShadowCascades | The camera is set to draw directional light shadow map cascades. |
| RenderPaths | The camera is set to draw color coded render paths. |
| AlphaChannel | The camera is set to display the alpha channel of the rendering. |
| Overdraw | The camera is set to display Scene overdraw, with brighter colors indicating more overdraw. |
| Mipmaps | The camera is set to display the texture resolution, with a red tint indicating resolution that is too high, and a blue tint indicating texture sizes that could be higher. |
| 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 | Draw objects with different colors for each real-time chart (UV island). |
| Systems | Draw objects with different color for each GI system. |
| RealtimeAlbedo | Draw objects with the real-time GI albedo component only. |
| RealtimeEmissive | Draw objects with the real-time GI emission component only. |
| RealtimeIndirect | Draw objects with the real-time GI indirect light only. |
| RealtimeDirectionality | Draw objects with the real-time GI directionality component only. |
| BakedLightmap | Draw objects with the baked lightmap only. |
| Clustering | Draw with different colors for each cluster. |
| LitClustering | Draw lit clusters. |
| ValidateAlbedo | The camera is set to draw a physically based, albedo validated rendering. |
| ValidateMetalSpecular | The camera is set to draw a physically based, metal or specular validated rendering. |
| ShadowMasks | The camera is set to display colored ShadowMasks, coloring light gizmo with the same color. |
| LightOverlap | The camera is set to show in red static lights that fall back to 'static' because more than four light volumes are overlapping. |
| BakedAlbedo | Draw objects with the baked albedo component only. |
| BakedEmissive | Draw objects with the baked emission component only. |
| BakedDirectionality | Draw objects with the baked directionality component only. |
| BakedTexelValidity | Draw objects with baked texel validity only. |
| BakedIndices | Draw objects with baked indices only. |
| BakedCharting | Draw objects with different colors for each baked chart (UV island). |
| SpriteMask | The camera is set to display SpriteMask and SpriteRenderer with SpriteRenderer.maskInteraction set. |