![]() The debugger highlights GameObjects that use a Material with the property that you select. ![]() Use the drop-down to select a property that the debugger uses to highlight GameObjects on screen. Use the drop-down to select a 3D GameObject attribute, like Texture Coordinates or Vertex Color, to visualize on screen. The properties available are the same as Material but are in the form that the lighting engine uses them (for example, Smoothness is Perceptual Roughness). Use the drop-down to select a Material property to visualize on every GameObject on a screen that uses a specific Shader. The properties available depend on the HDRP Material type you select in the drop-down. Use the drop-down to select a Material property to visualize on every GameObject on screen using a specific Shader. All HDRP Materials share the properties available. Use the drop-down to select a Material property to visualize on every GameObject on screen. The Material panel has tools that you can use to visualize different Material properties. This mode is only available in the editor and development builds. The total number of rays that were traced.Įnable to display XR passes debug informations. The number of rays that were traced for diffuse Global Illumination (GI) computations when you enable recursive RT. The number of rays that were traced for diffuse Global Illumination (GI) computations using deferred shading. The number of rays that were traced for diffuse Global Illumination (GI) computations using forward shading. TThe number of rays that were traced for reflection computations using deferred shading. The number of rays that were traced for reflection computations using forward shading. The number of rays that were traced towards punctual (point/spot) lights, when you enable RT shadows. The number of rays that were traced towards area lights, when you enable RT shadows. The number of rays that were traced for directional lights, when you enable RT shadows. The number of rays that were traced for Ambient Occlusion (AO) computations, when you enable RT AO. If you enable ray tracing, enable the checkbox to count the number of traced rays per effect (in MRays / frame). If you enable ray tracing, it displays the ray tracing Tier used during rendering. Debug Optionĭisplays the frame rate in frames per second for the current camera view.ĭisplays the total frame time for the current camera view. You can use it to debug performance issues in your project. The display stats panel is only visible in play mode. The higher the mip level, the blurrier the decal atlas. Use the slider to select the mip level for the decal atlas. Debug OptionĮnable the checkbox to display the decal atlas for a Camera in the top left of that Camera's view. The Decals panel has tools that you can use to debug decals affecting transparent objects in your project. PlayStation controller: Press the Square button.To display the current active item independently of the debug window: PlayStation controller: Use the L1 button and R1 button.Xbox controller: Use the Left Bumper and Right Bumper.Keyboard: Use the Page up and Page down keys (Fn + Up and Fn + Down keys respectively for MacOS).PlayStation controller: Use the Directional buttons.Xbox controller: Use the Directional pad (D-Pad).You can disable the runtime UI entirely by using the enableRuntimeUI property. Use this functionality to track particular values without cluttering the screen. When you disable the Rendering Debugger window, they're still visible in the top right corner of the screen. You can display read-only items, such as the FPS counter, independently of the Rendering Debugger window. To open the window in the Play mode, or at runtime in a Development Build, use the keyboard shortcut Ctrl+Backspace (Ctrl+Delete on macOS) or press 元 and R3 (Left Stick and Right Stick) on a controller. ![]() Select Window > Analysis > Rendering Debugger. To open the Rendering Debugger in the Editor:Įnable Runtime Debug Shaders in HDRP Global Settings (in the menu: Edit > Project Settings > Graphics > HDRP Settings). ![]() The window is only available in Development Builds.
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