Version: 2022.2
언어: 한국어

DrawCameraMode

enumeration

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설명

Drawing modes for Handles.DrawCamera.

변수

UserDefinedA custom mode defined by the user.
NormalDraw the camera like it would be drawn in-game. This uses the clear flags of the camera.
TexturedDraw the camera textured with selection wireframe and no background clearing.
WireframeDraw the camera in wireframe and no background clearing.
TexturedWireDraw the camera where all objects have a wireframe overlay. and no background clearing.
ShadowCascadesThe camera is set to draw directional light shadow map cascades.
RenderPathsThe camera is set to draw color coded render paths.
AlphaChannelThe camera is set to display the alpha channel of the rendering.
OverdrawThe camera is set to display Scene overdraw, with brighter colors indicating more overdraw.
MipmapsThe 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.
DeferredDiffuseDraw diffuse color of Deferred Shading G-buffer.
DeferredSpecularDraw specular color of Deferred Shading G-buffer.
DeferredSmoothnessDraw smoothness value of Deferred Shading G-buffer.
DeferredNormalDraw world space normal of Deferred Shading G-buffer.
RealtimeChartingDraw objects with different colors for each real-time chart (UV island).
SystemsDraw objects with different color for each GI system.
RealtimeAlbedoDraw objects with the Enlighten Realtime Global Illumination albedo component only.
RealtimeEmissiveDraw objects with the Enlighten Realtime Global Illumination emission component only.
RealtimeIndirectDraw objects with the Enlighten Realtime Global Illumination indirect light only.
RealtimeDirectionalityDraw objects with the Enlighten Realtime Global Illumination directionality component only.
BakedLightmapDraw objects with the baked lightmap only.
ClusteringDraw with different colors for each cluster.
LitClusteringDraw lit clusters.
ValidateAlbedoThe camera is set to draw a physically based, albedo validated rendering.
ValidateMetalSpecularThe camera is set to draw a physically based, metal or specular validated rendering.
ShadowMasksThe camera is set to display colored ShadowMasks, coloring light gizmo with the same color.
LightOverlapThe camera is set to show in red static lights that fall back to 'static' because more than four light volumes are overlapping.
BakedAlbedoDraw objects with the baked albedo component only.
BakedEmissiveDraw objects with the baked emission component only.
BakedDirectionalityDraw objects with the baked directionality component only.
BakedTexelValidityDraw objects with baked texel validity only.
BakedIndicesDraw objects with baked indices only.
BakedChartingDraw objects with different colors for each baked chart (UV island).
SpriteMaskThe camera is set to display SpriteMask and SpriteRenderer with SpriteRenderer.maskInteraction set.
BakedUVOverlapDraw objects with overlapping lightmap texels highlighted.
TextureStreamingThe camera is set to run in texture streaming debug mode.
BakedLightmapCullingDraw objects with visible lightmap texels highlighted.
GIContributorsReceiversDraw 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.