Режимы отрисовки для Handles.DrawCamera.
UserDefined | A custom mode defined by the user. |
Normal | Отрисовывать камеру, как она будет отрисована в игре. Это использует чистые флаги камеры. |
Textured | Отрисовывать камеру в текстурном режиме с каркасным выбором и без очистки фона. |
Wireframe | Отрисовывать камеру в каркасном режиме и без очистки фона. |
TexturedWire | Отрисовывать камеру, где все объекты отображаются каркасом, и без очистки фона. |
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. |
GIContributorsReceivers | Draw 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. |