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    Debug View

    For more advanced graphics debugging and scene rendering preview you can use Debug View. This feature allows to output one of the intermediate buffers or show the special rendering features debug view.

    It's avaliable to use in every Editor viewport by using View -> Debug View.

    Debug View

    The full list of options and the documentation is available here.

    You can also adjust those options from code:

    • C++
    • C#
    #include "Engine/Graphics/RenderTask.h"
    
    MainRenderTask::Instance->View.Mode = ViewMode::Diffuse;
    
    MainRenderTask.Instance.View.Mode = ViewMode.Diffuse;
    

    General

    Default

    View Mode Default

    Default view mode shows the final result of the scene with all materials, lighting and post-processing applied.

    Unlit

    View Mode Unlit

    Unlit view mode shows the material colors with ambient occlusion.

    No PostFx

    View Mode No PostFx

    No PostFx view mode shows the scene with materials and lighting applied but without any post-processing.

    Wireframe

    View Mode Wireframe

    Wireframe view mode shows all polygon edges over the scene. Occluded edge pixels are darker and semi-transparent. Available only in non-Release builds and Editor.

    Lighting

    View Mode Lighting

    Lighting view mode shows lighting without diffuse color from materials to inspect both diffuse and specular light contributions.

    Reflections

    View Mode Reflections

    Reflections view mode shows specular reflections lighting as if all materials were metal.

    Lightmap UVs Density

    View Mode Lightmap UVs Density

    Lightmap UVs Density view mode shows the lightmap density of objects. Color coding is used to display density with a grid that maps to the actual lightmap texels.

    Physics Colliders

    View Mode Physics Colliders

    Physics Colliders view mode shows physics collider meshes. Dynamic and kinematic objects use coloring to distinguish them from the static environment.

    GBuffer

    Depth Buffer

    View Mode Depth Buffer

    Depth Buffer view mode shows the gradient based on pixels depth from camera (black to white).

    Diffuse

    View Mode Diffuse

    Diffuse view mode shows materials diffuse color.

    Roughness

    View Mode Roughness

    Roughness view mode shows materials roughness value.

    Normals

    View Mode Normals

    Normals view mode shows materials surface normals.

    Motion Vectors

    View Mode Motion Vectors

    Motion Vectors view mode shows motion of pixels in a screen-space (color based on direction). Static surfaces are rendered in grayscale, while dynamic objects are rendered on top with colors.

    Optimization

    LOD Preview

    LOD Preview Debug View

    LOD Preview shows scene meshes in colors based on the LOD index. This comes handy when debugging model LODs transitions based on distance or object screen-size. The table below shows the legend of the colors used for this debug view.

    LOD 0 LOD 1 LOD 2 LOD 3 LOD 4 LOD 5
    White
    Red
    Orange
    Yellow
    Green
    Blue

    Material Complexity

    Material Complexity Debug View

    Material Complexity shows per-pixel complexity of the materials rendering. It colors the pixels based on the number of shader instructions, blending mode used, textures usage, and tessallation usage. This works in general as a good indication of performance metric of the materials and can be used to analyze and optimize scenes. The table below shows the legend of the colors used for this debug view.

    Ideal Good Complex Expensive
    Green
    Blue
    Red
    White

    Quad Overdraw

    Quad Overdraw Debug View

    Quad Overdraw shows per-pixel overdraw that accumulates during scene rendering. It is useful when analyzing geometry complexity (eg. too high poly meshes), models culling, and analyze overdraw from other objects such as particles and decals. The table below shows the legend of the colors used for this debug view based on the amount of triangles covering given pixel.

    1 2 3 4 5 6 7 8

    Reference: https://blog.selfshadow.com/2012/11/12/counting-quads/

    Light Overlap

    Light Overlap shows the local light volumes overlaps complexity to visualize how many lights affect each pixel (for performance optimization).

    Global SDF Overdraw

    Global SDF Overdraw Debug View

    Global SDF Overdraw shows complexity and overdraw when rendering Global SDF from model/terrain SDFs. It's usefull when profiling slow Global SDF for a specific scenes. Dynamic objects or tooo many objects affect the complexity of the SDF rasterization process.

    Ideal Good Complex Expensive
    Green
    Blue
    Orange
    Red
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