DrawCameraMode
enumeration
Description 描述
Drawing modes for Handles.DrawCamera.
Properties 属性
| UserDefined | A custom mode defined by the user. | ||
| 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. | ||
| BakedUVOverlap | Draw objects with overlapping lightmap texels highlighted. | ||
| TextureStreaming | The camera is set to run in texture streaming debug mode. | ||
| BakedLightmapCulling | Draw objects with visible lightmap texels highlighted. |