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. |