This page has been translated automatically.
Видеоуроки
Интерфейс
Основы
Продвинутый уровень
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Профессиональный уровень (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Контроль версий
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Player-ноды
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Материалы и шейдеры
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
VR Development
Двойная точность координат
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Сэмплы материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Учебные материалы
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

Using Visual Debugging

The Rendering Debug panel provides quick access to the rendering buffers. Visual Debugging helps artists to adjust various elements of the final image (albedo, depth, ambient occlusion, baked lightmaps, etc.).

Albedo Toggles rendering of the albedo color buffer.
Roughness Toggles rendering of the roughness value visualized as a grey-scale color from black (the roughness value equal to 0) to white (the roughness value equal to 1).
Metalness Toggles rendering of the metalness value visualized as a grey-scale color from black (the metalness value equal to 0) to white (the metalness value equal to 1).
Specular Toggles rendering of the specular value visualized as a grey-scale color from black (the specular value equal to 0) to white (the specular value equal to 1).
Microfiber Toggles rendering of the microfiber value visualized as a grey-scale color from black (the microfiber value equal to 0) to white (the microfiber value equal to 1).
Opacity World Normal Toggles rendering of the opacity normal buffer.
Bent Normal Toggles rendering of the bent normal texture.
Water World Normal Toggles rendering of the water normal buffer.
Diffuse Lighting Toggles rendering of the diffuse light buffer.
Direct Lighting Toggles rendering of the direct light buffer.
Indirect Lighting Toggles rendering of the indirect light buffer.
Baked Lightmap Toggles rendering of the baked lightmaps.
Baked Lightmap Checker Toggles rendering of the baked lightmaps as checked areas.
SSAO Toggles rendering of the SSAO buffer.
SSGI Toggles rendering of the SSGI buffer.
Reflections Toggles rendering of Reflections.
Highlights Toggles rendering of highlights.
Cubemaps Toggles rendering of cubemaps.
SSR Toggles rendering of the Screen-Space Reflections buffer.
Baked Occlusion Toggles rendering of baked occlusion.
Lighting Information Lost Toggles rendering of the buffer that stores the data on the pixels that are missing from the previous frame (i.e. are new).
Diffuse Denoise Mask Toggles rendering of the diffuse denoise mask buffer.
Specular Denoise Mask Toggles rendering of the specular denoise mask buffer.
Distance Toggles rendering of the buffer that stores the information about the distance to the nearest surface at every point of the screen. Only Environment Probe with the Raymarching projection renders to this buffer.
Light Meter Toggles rendering of the Light Meter, a visual debugging tool used to simplify lighting adjustment.
Translucent Toggles rendering of the translucent buffer.
Curvature Toggles rendering of the curvature texture encoding the surface cavity and convexity pattern.
Bevel Toggles displaying the contents of the Bevel buffer.
Opacity Depth Toggles displaying the contents of the Opacity Depth buffer.
Scene Depth Toggles displaying the contents of the Scene Depth buffer.
Velocity Toggles rendering of the Velocity buffer.
DOF Mask Toggles rendering of the DOF Mask buffer.
Metering Mask Toggles rendering of the Metering Mask buffer.
Auxiliary Toggles rendering of the Auxiliary buffer.
Vertex Color Toggles rendering of geometry that uses the selected vertex color (channel).
Texture Max Pixel Count Toggles the visualizer of the maximum texture resolution for materials. Each surface is painted with a color that corresponds to the maximum texture resolution of the material assigned to this surface (according to the scale provided).
Texture Screen Density

Toggles the screen texture density visualizer enabling you to estimate the relationship between the maximum texture resolution of the material to the triangle size of the screen:

  • Blue — insufficient resolution
  • Green — adequate resolution
  • Yellow — excessive resolution
Gamma Space Toggles display of the rendered frame in Linear Space.
Last update: 19.12.2023
Build: ()