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 | Draw directional light shadowmap cascades. |
| RenderPaths | Draw color-coded render paths. |
| AlphaChannel | Display alpha channel of the rendering. |
| Overdraw | Display scene overdraw, with brighter colors indicating more overdraw. |
| Mipmaps | Display texture resolution, with red tint indicating too high resolution, and 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. |
| Charting | Draw objects with different color for each chart (UV island). |
| Systems | Draw objects with different color for each GI system. |
| Albedo | Draw objects with the albedo component only. |
| Emissive | Draw objects with the emission component only. |
| Irradiance | Draw objects with real-time GI only. |
| Directionality | Draw objects with directionality for real-time GI. |
| Baked | Draw objects with baked GI only. |
| Clustering | Draw with different color for each cluster. |
| LitClustering | Draw lit clusters. |
| DrawCameraMode | Draw textured with overlaid lightmap resolution grid. |