Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add disclaimer about object motion vectors not working in the scene view #1900

Merged
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Original file line number Diff line number Diff line change
Expand Up @@ -180,7 +180,7 @@ The **Rendering** panel has tools that you can use to visualize various HDRP ren

| **Debug Option** | **Description** |
| ----------------------------- | ------------------------------------------------------------ |
| **Fullscreen Debug Mode** | Use the drop-down to select a rendering mode to display as an overlay on the screen.<br/>&#8226; **Motion Vectors**: Select this option to display motion vectors.<br/>&#8226; **NaN Tracker**: Select this option to display an overlay that highlights [NaN](<https://en.wikipedia.org/wiki/NaN>) values. |
| **Fullscreen Debug Mode** | Use the drop-down to select a rendering mode to display as an overlay on the screen.<br/>&#8226; **Motion Vectors**: Select this option to display motion vectors. Note that object motion vectors are not visible in the Scene view.<br/>&#8226; **NaN Tracker**: Select this option to display an overlay that highlights [NaN](<https://en.wikipedia.org/wiki/NaN>) values. |
| **MipMaps** | Use the drop-down to select a mipmap streaming property to debug.<br/>&#8226; **None**: Select this option to disable this debug feature.<br/>&#8226; **MipRatio**: Select this option to display a heat map of pixel to texel ratio. A blue tint represents areas with too little Texture detail (the Texture is too small). A bed tint represents areas with too much Texture detail (the Texture is too large for the screen area). If the debugger shows the original colour for a pixel, this means that the level of detail is just right.<br/>&#8226; **MipCount**: Select this option to display mip count as grayscale from black to white as the number of mips increases (for up to 14 mips, or 16K size). Red inidates Textures with more than 14 mips. Magenta indicates Textures with 0 mips or that the Shader does not support mip count.<br/>&#8226; **MipCountReduction**: Select this option to display the difference between the current mip count and the original mip count as a green scale. A brighter green represents a larger reduction (that mip streaming saves more Texture memory). Magenta means that the debugger does not know the original mip count.<br/>&#8226; **StreamingMipBudget**: Select this option to display the mip status due to streaming budget. Green means that streaming Textures saves some memory. Red means that mip levels are lower than is optimal, due to full Texture memory budget. White means that streaming Textures saves no memory.<br/>&#8226; **StreamingMip**: Select this option to display the same information as **StreamingMipBudget**, but to apply the colors to the original Textures. |
| **- Terrain Texture** | Use the drop-down to select the terrain Texture to debug the mipmap for. This property only appears when you select an option other than **None** from the **MipMaps** drop-down. |
| **Color Picker - Debug Mode** | Use the drop-down to select the format of the color picker display. |
Expand Down