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Unity Engine


Debug Mode options overlay reference

Configure the Debug Draw mode options.
Read time 2 minutesLast updated 20 days ago

The Debug Draw Mode overlay has the following options that help you understand your graphics and lighting better. These controls only affect the
Scene

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view during development and have no effect on the built game.
To open the Debug Mode options overlay, select the Debug Mode icon in the Draw Modes overlay. For more information, refer to Draw Modes overlay reference.

Debug Mode option

Description

Lighting
  • Contributors / Receivers — Show the lightmap contributors and receivers for the selected GameObject.
  • Shadow Cascades — Show directional light shadow cascades.
Realtime Global IlluminationVisualize aspects of the Enlighten Realtime Global Illumination system. Refer to GI Visualisations for information about each of these modes.
Baked Global IlluminationVisualize aspects of the Baked Global Illumination system. For more information about each of these modes, refer to GI Visualisations.
DeferredView each of the elements of the G-buffer in isolation. For more information, refer to Deferred Shading.
Miscellaneous
  • Render Paths — Show the rendering path for each GameObject using a color code:
  • Alpha Channel — Render colors with alpha.
  • Overdraw — Render GameObjects as transparent "silhouettes". The transparent colors accumulate, making it easy to spot places where one object is drawn over another.
  • Mipmaps — Show ideal texture sizes using a color code:
    • Red indicates that the texture is larger than necessary (at the current distance and resolution)
    • Blue indicates that the texture might be larger. The ideal texture sizes depend on the resolution at which your application will run and how close the Camera can get to particular surfaces.
  • Texture Mipmap Streaming — Tint GameObjects green, red, or blue, depending on their status in the Texture Mipmap Streaming system. For more information, see documentation on Analyze mipmap streaming.
  • Sprite Mask — Sprite Masks are used to either hide or reveal parts of a Sprite or group of Sprites. For more information, refer to Sprite Masks.
Validate Albedo and Validate Metal SepcularCheck whether your physically-based materials use values within the recommended ranges. For more information, refer to Physically Based Material Validator.

Additional resources