Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


Frame Debugger Event Information reference

Explore properties and settings in the Frame Debugger window to displays information about an event such as geometry details and the shader used for a draw call.
Read time 9 minutesLast updated 20 days ago

The Event Information Panel in the Frame Debugger window displays information about the event such as geometry details and the shader used for a draw call.

The Event Information Panel showing the URP sample scene. The top bar has selectors for the render target, color channels, and levels (A, B, and C). The central area is the mesh preview (D). The bottom area lists event properties (E).

Label

Description

ARender target selector: When rendering into multiple render targets (such as multiple RenderTextures or when also rendering to depth), this specifies which render target to display in the Game view. This is useful for example to view individual render targets in a G-buffer.
BColor channel selector: Specifies which color channels of the render target to display.
CLevels: Controls the black and white intensity. Use this to isolate areas of the Game view based on light intensity.
DOutput / Mesh Preview: Displays a preview of the selected event output as well as the mesh geometry in the event. For more information, see Preview.
EEvent properties: Contains further information about the selected event. For more information, see Event properties.

Preview

The preview section consists of two tabs:
  • The Output tab displays a preview of the selected event output.
  • The Mesh Preview tab displays the mesh geometry Unity rendered in the event.

The mesh preview tab displaying the power jigsaw mesh from the URP sample scene. The mesh preview (A) is in the centre. The bottom bar has the mesh name (B), the preview mode (C), and the toggle for wireframe (D).

Label

Description

APreview: A preview of the mesh geometry Unity rendered during the event.
BMesh name: The name of the mesh asset in the preview. Click on the mesh name to take see the mesh asset in the Project window. If the geometry was procedural and there is no mesh asset associated, this is empty (Unity displays -).
CPreview mode: Specifies how the preview renders the mesh. For more information, refer to Preview mode dropdown.
DWireframe toggle: Toggles the mesh wireframe on and off. When enabled, the preview displays the mesh vertices and edges.

Preview mode dropdown

Value

Description

ShadedRenders the mesh using its material and a basic light.
UV CheckerApplies a checkerboard texture to the mesh to visualize how the mesh’s UV layout maps textures.
UV LayoutDisplays how the vertices of the mesh are organized in the unwrapped UV layout. This view disables the Wireframe toggle.
Vertex ColorVisualizes any vertex colors that the vertices in this mesh have. If no vertices have a vertex color, this option is unavailable.
NormalsVisualizes the relative directions of the normals in the mesh with color.
TangentsVisualizes the tangent data in the mesh with color.
BlendshapesVisualizes blend shape deformations on the mesh. If the mesh has no blend shapes, this option is unavailable.

Event properties

The event properties section contains properties and values for the selected event. It has a Details fold-out section that contains information about the event itself and then a fold-out section for each type of shader property. If the fold-out section is grayed-out, it means that the shader in the event didn't contain any properties of that type. For more information on the information that each section displays, see:
Note
When using OpenGL and GLSL shaders, this panel displays all shader properties as being part of the vertex stage.

Details

The Details section displays information about the rendering event, such as the number of draw calls as well as the meshes that Unity rendered and the shader it used to render them.

Property

Description

RenderTargetThe name of the render target
SizeThe size of the render target.
FormatThe TextureFormat for the render target.
Color ActionsShows which actions to perform on the color target when:
Depth ActionsShows which actions to perform on the depth target when:
MemorylessThe render texture memoryless mode mode. For more information, see memoryless.
ColorMaskThe color channel mask used for the render target. For more information, see ColorMask.
Blend ColorThe color blending method Unity used during the selected event.
Blend AlphaThe alpha blending method Unity used during the selected event.
BlendOp ColorThe color blending operation Blend Color used.
BlendOp AlphaThe alpha blending operation Blend Alpha used.
Draw CallsThe number of draw calls Unity processed during the selected event.
VerticesThe number of vertices Unity processed during the select event.
IndicesThe number of indices Unity processed during the select event.
Clear ColorThe color Unity used to clear the render target during the selected event. If Unity didn't clear the render target, the display doesn't show a color here.
Clear DepthThe color Unity used to clear the depth buffer during the selected event. If Unity didn't clear the depth buffer, the display doesn't show a color here.
Clear StencilThe color Unity used to clear the stencil buffer during the selected event. If Unity didn't clear the stencil buffer, the display doesn't show a color here.
Batch causeThe reason why the SRP Batcher was unable to batch the selected rendering event with the previous rendering event.
This is only relevant if your application uses the SRP Batcher.
MeshesThe list of meshes that Unity rendered during the selected event.
PassThe shader Pass Unity used.
LightModeThe LightMode pass tag Unity used during the selected event.
Used ShaderThe shader asset Unity used during the selected event. This can sometimes be different than the original shader, for example when the original shader uses a fallback shader or USEPASS.
Original ShaderThe original shader Unity used with the pass.
ZClipThe shader's depth clip mode.
ZTestThe shader's depth test mode.
ZWriteThe shader's depth clip mode.
CullThe shader's cull mode.
ConservativeIndicates whether the shader used conservative rasterization.
OffsetThe depth bias on the GPU that Unity used during the selected event.
StencilIndicates whether Stencil is enabled in the selected event. For more information, see Stencil.
Stencil RefThe stencil reference value.
Stencil ReadMaskThe stencil readmask value Unity used to perform the stencil test.
Stencil WriteMaskThe stencil writemask value Unity used to write to the stencil buffer.
Stencil CompThe operation that the GPU performed for the stencil test for all pixels.
Stencil PassThe operation that the GPU performed on the stencil buffer for pixels that passed both the stencil test and the depth test.
Stencil FailThe operation that the GPU performed on the stencil buffer for pixels that failed the stencil test.
Stencil ZFailThe operation that the GPU performed on the stencil buffer for pixels that passed the stencil test but failed the depth test.

Keywords

This section displays information about the enabled shader keywords Unity used in the rendering event.

Property

Description

NameThe name of the shader keyword.
StageThe shader stage that Unity used the shader keyword in. Refer to Stages.
ScopeIndicates whether the scope of the keyword is global or local. For more information, refer to Toggle shader keywords in a script.
DynamicIndicates whether the keyword is dynamic or not. For more information, see Declaring and using shader keywords in HLSL.

Textures

The Texture section displays information about the named textures Unity used during the rendering event.

Property

Description

NameThe property name for the texture.
StageThe shader stage that Unity used the texture in. Refer to Stages.
SizeThe size of the texture. This is the width and height for 2D textures and width, height, and depth for 3D textures,
Sampler TypeIndicates type of a Texture (such as 2D Texture, cubemap, or 3D volume texture).
Color FormatThe color format that the texture uses. For more information on RenderTexture formats, see GraphicsFormat. For more information on formats for other texture types, see TextureFormat.
Depth Stencil FormatThe depth stencil format for the RenderTexture. For more information, see RenderTexture.depthStencilFormat.
Note: If the texture isn't a RenderTexture, Unity doesn't display a graphics format here.
TextureThe texture name.

Ints

The Ints section displays information about the named int values Unity used during the rendering event.

Property

Description

NameThe name of the int property in the shader.
StageThe shader stage that Unity used the int property in. Refer to Stages.
ValueThe value of the int property.

Floats

The Floats section displays information about the named float values Unity used during the rendering event.

Property

Description

NameThe name of the float property in the shader.
StageThe shader stage that Unity used the float property in. Refer to Stages.
ValueThe value of the float property.

Vectors

Property

Description

NameThe name of the vector property in the shader.
StageThe shader stage that Unity used the vector property in. Refer to Stages.
Value(R)The R component of the vector.
Value(G)The G component of the vector.
Value(B)The B component of the vector.
Value(A)The A component of the vector.

Matrices

The Matrices section displays information about the named matrix values Unity used during the rendering event.

Property

Description

NameThe name of the matrix property in the shader.
StageThe shader stage that Unity used the matrix property in. Refer to Stages.
Column 0The values in the first column of the matrix.
Column 1The values in the second column of the matrix.
Column 2The values in the third column of the matrix.
Column 3The values in the fourth column of the matrix.

Buffers

The Buffers section displays information about the named buffers Unity used during the rendering event.

Property

Description

NameThe name of the buffer in the shader.
StageThe shader stage that Unity used the buffer in. Refer to Stages.

Constant Buffers

This Constant Buffers section displays information about the named constant buffers Unity used during the rendering event.

Property

Description

NameThe name of the constant buffer in the shader.
StageThe shader stage that Unity used the constant buffer in. Refer to Stages.

Stages

The possible values for Stage are:
  • vs: Vertex Shader
  • fs: Fragment Shader
  • gs: Geometry Shader
  • hs: Hull Shader
  • ds: Domain Shader