DEBUG_DRAW_DISABLED:null = 0
Objects are displayed normally.
DEBUG_DRAW_UNSHADED:null = 1
Objects are displayed without light information.
DEBUG_DRAW_LIGHTING:null = 2
Objects are displayed without textures and only with lighting 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.
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 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.
DEBUG_DRAW_WIREFRAME:null = 4
Objects are displayed as wireframe models.
Note: [method RenderingServer.set_debug_generate_wireframes] must be called before loading any meshes for wireframes to be visible when using the Compatibility renderer.
DEBUG_DRAW_NORMAL_BUFFER:null = 5
Objects are displayed without lighting information and their textures replaced by normal mapping.
Note: Only supported when using the Forward+ rendering method.
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.
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.
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.
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.
DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS:null = 10
Draws the shadow atlas that stores shadows from
DirectionalLight3Ds in the upper left quadrant of the
Viewport.
DEBUG_DRAW_SCENE_LUMINANCE:null = 11
Draws the scene luminance buffer (if available) in the upper left quadrant of the
Viewport.
Note: Only supported when using the Forward+ or Mobile rendering methods.
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.
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.
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.
DEBUG_DRAW_DECAL_ATLAS:null = 15
Draws the decal atlas used by
Decals and light projector textures in the upper left quadrant of the
Viewport.
Note: Only supported when using the Forward+ or Mobile rendering methods.
DEBUG_DRAW_SDFGI:null = 16
Draws the cascades used to render signed distance field global illumination (SDFGI).
Does nothing if the current environment's [member Environment.sdfgi_enabled] is
false.
Note: Only supported when using the Forward+ rendering method.
DEBUG_DRAW_SDFGI_PROBES:null = 17
Draws the probes used for signed distance field global illumination (SDFGI).
Does nothing if the current environment's [member Environment.sdfgi_enabled] is
false.
Note: Only supported when using the Forward+ rendering method.
DEBUG_DRAW_GI_BUFFER:null = 18
Draws the buffer used for global illumination 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.
DEBUG_DRAW_DISABLE_LOD:null = 19
Draws all of the objects at their highest polycount regardless of their distance from the camera. No low level of detail (LOD) is applied.
DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:null = 20
Draws the cluster used by
OmniLight3D nodes to optimize light rendering.
Note: Only supported when using the Forward+ rendering method.
DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:null = 21
Draws the cluster used by
SpotLight3D nodes to optimize light rendering.
Note: Only supported when using the Forward+ rendering method.
DEBUG_DRAW_CLUSTER_DECALS:null = 22
Draws the cluster used by
Decal nodes to optimize decal rendering.
Note: Only supported when using the Forward+ rendering method.
DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:null = 23
Draws the cluster used by
ReflectionProbe nodes to optimize reflection probes.
Note: Only supported when using the Forward+ rendering method.
DEBUG_DRAW_OCCLUDERS:null = 24
Draws the buffer used for occlusion culling.
Note: Only supported when using the Forward+ or Mobile rendering methods.
DEBUG_DRAW_MOTION_VECTORS:null = 25
Draws vector lines over the viewport to indicate the movement of pixels between frames.
Note: Only supported when using the Forward+ rendering method.
DEBUG_DRAW_INTERNAL_BUFFER:null = 26
Draws the internal resolution buffer of the scene in linear colorspace before tonemapping or post-processing is applied.
Note: Only supported when using the Forward+ or Mobile rendering methods.