VIEWPORT_DEBUG_DRAW_DISABLED:null = 0
Debug draw is disabled. Default setting.
VIEWPORT_DEBUG_DRAW_UNSHADED:null = 1
Objects are displayed without light information.
VIEWPORT_DEBUG_DRAW_LIGHTING:null = 2
Objects are displayed with only light information.
Note: When using this debug draw mode, custom shaders are ignored since all materials in the scene temporarily use a debug material. This means the result from custom shader functions (such as vertex displacement) won't be visible anymore when using this debug draw mode.
VIEWPORT_DEBUG_DRAW_OVERDRAW:null = 3
Objects are displayed semi-transparent with additive blending so you can see where they are drawing over top of one another. A higher overdraw (represented by brighter colors) means you are wasting performance on drawing pixels that are being hidden behind others.
Note: When using this debug draw mode, custom shaders are ignored since all materials in the scene temporarily use a debug material. This means the result from custom shader functions (such as vertex displacement) won't be visible anymore when using this debug draw mode.
VIEWPORT_DEBUG_DRAW_WIREFRAME:null = 4
Debug draw draws objects in wireframe.
Note: set_debug_generate_wireframes must be called before loading any meshes for wireframes to be visible when using the Compatibility renderer.
VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER:null = 5
Normal buffer is drawn instead of regular scene so you can see the per-pixel normals that will be used by post-processing effects.
VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO:null = 6
Objects are displayed with only the albedo value from
VoxelGIs. Requires at least one visible
VoxelGI node that has been baked to have a visible effect.
Note: Only supported when using the Forward+ rendering method.
VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING:null = 7
Objects are displayed with only the lighting value from
VoxelGIs. Requires at least one visible
VoxelGI node that has been baked to have a visible effect.
Note: Only supported when using the Forward+ rendering method.
VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION:null = 8
Objects are displayed with only the emission color from
VoxelGIs. Requires at least one visible
VoxelGI node that has been baked to have a visible effect.
Note: Only supported when using the Forward+ rendering method.
VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS:null = 9
Draws the shadow atlas that stores shadows from
OmniLight3Ds and
SpotLight3Ds in the upper left quadrant of the
Viewport.
VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS:null = 10
Draws the shadow atlas that stores shadows from
DirectionalLight3Ds in the upper left quadrant of the
Viewport.
The slice of the camera frustum related to the shadow map cascade is superimposed to visualize coverage. The color of each slice matches the colors used for
VIEWPORT_DEBUG_DRAW_PSSM_SPLITS. When shadow cascades are blended the overlap is taken into account when drawing the frustum slices.
The last cascade shows all frustum slices to illustrate the coverage of all slices.
VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE:null = 11
Draws the estimated scene luminance. This is a 1×1 texture that is generated when autoexposure is enabled to control the scene's exposure.
Note: Only supported when using the Forward+ or Mobile rendering methods.
VIEWPORT_DEBUG_DRAW_SSAO:null = 12
Draws the screen space ambient occlusion texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssao_enabled] set in your
WorldEnvironment.
Note: Only supported when using the Forward+ rendering method.
VIEWPORT_DEBUG_DRAW_SSIL:null = 13
Draws the screen space indirect lighting texture instead of the scene so that you can clearly see how it is affecting objects. In order for this display mode to work, you must have [member Environment.ssil_enabled] set in your
WorldEnvironment.
Note: Only supported when using the Forward+ rendering method.
VIEWPORT_DEBUG_DRAW_PSSM_SPLITS:null = 14
Colors each PSSM split for the
DirectionalLight3Ds in the scene a different color so you can see where the splits are. In order (from closest to furthest from the camera), they are colored red, green, blue, and yellow.
Note: When using this debug draw mode, custom shaders are ignored since all materials in the scene temporarily use a debug material. This means the result from custom shader functions (such as vertex displacement) won't be visible anymore when using this debug draw mode.
Note: Only supported when using the Forward+ or Mobile rendering methods.
VIEWPORT_DEBUG_DRAW_DECAL_ATLAS:null = 15
Draws the decal atlas that stores decal textures from
Decals.
Note: Only supported when using the Forward+ or Mobile rendering methods.
VIEWPORT_DEBUG_DRAW_SDFGI:null = 16
Draws SDFGI cascade data. This is the data structure that is used to bounce lighting against and create reflections.
Note: Only supported when using the Forward+ rendering method.
VIEWPORT_DEBUG_DRAW_SDFGI_PROBES:null = 17
Draws SDFGI probe data. This is the data structure that is used to give indirect lighting dynamic objects moving within the scene.
Note: Only supported when using the Forward+ rendering method.
VIEWPORT_DEBUG_DRAW_GI_BUFFER:null = 18
Draws the global illumination buffer from
VoxelGI or SDFGI. Requires
VoxelGI (at least one visible baked VoxelGI node) or SDFGI ([member Environment.sdfgi_enabled]) to be enabled to have a visible effect.
Note: Only supported when using the Forward+ rendering method.
VIEWPORT_DEBUG_DRAW_DISABLE_LOD:null = 19
Disable mesh LOD. All meshes are drawn with full detail, which can be used to compare performance.
VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:null = 20
Draws the
OmniLight3D cluster. Clustering determines where lights are positioned in screen-space, which allows the engine to only process these portions of the screen for lighting.
Note: Only supported when using the Forward+ rendering method.
VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:null = 21
Draws the
SpotLight3D cluster. Clustering determines where lights are positioned in screen-space, which allows the engine to only process these portions of the screen for lighting.
Note: Only supported when using the Forward+ rendering method.
VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:null = 22
Draws the
Decal cluster. Clustering determines where decals are positioned in screen-space, which allows the engine to only process these portions of the screen for decals.
Note: Only supported when using the Forward+ rendering method.
VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:null = 23
Draws the
ReflectionProbe cluster. Clustering determines where reflection probes are positioned in screen-space, which allows the engine to only process these portions of the screen for reflection probes.
Note: Only supported when using the Forward+ rendering method.
VIEWPORT_DEBUG_DRAW_OCCLUDERS:null = 24
Draws the occlusion culling buffer. This low-resolution occlusion culling buffer is rasterized on the CPU and is used to check whether instances are occluded by other objects.
Note: Only supported when using the Forward+ or Mobile rendering methods.
VIEWPORT_DEBUG_DRAW_MOTION_VECTORS:null = 25
Draws the motion vectors buffer. This is used by temporal antialiasing to correct for motion that occurs during gameplay.
Note: Only supported when using the Forward+ rendering method.
VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER:null = 26
Internal buffer is drawn instead of regular scene so you can see the per-pixel output that will be used by post-processing effects.
Note: Only supported when using the Forward+ or Mobile rendering methods.