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. |