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|**Map Overlays**| Specifies which render pipeline texture to overlay on the screen. The options are:<ul><li>**None**: Renders the scene normally without a texture overlay.</li><li>**Depth**: Overlays the camera's depth texture on the screen.</li><li>**Additional Lights Shadow Map**: Overlays the [shadow map](https://docs.unity3d.com/Manual/shadow-mapping.html) that contains shadows cast by lights other than the main directional light.</li><li>**Main Light Shadow Map**: Overlays the shadow map that contains shadows cast by the main directional light.</li></ul> |
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|**Map Overlays**| Specifies which render pipeline texture to overlay on the screen. The options are:<ul><li>**None**: Renders the scene normally without a texture overlay.</li><li>**Depth**: Overlays the camera's depth texture on the screen.</li><li>**Motion Vector**: Overlays the camera's motion vector texture on the screen.</li><li>**Additional Lights Shadow Map**: Overlays the [shadow map](https://docs.unity3d.com/Manual/shadow-mapping.html) that contains shadows cast by lights other than the main directional light.</li><li>**Main Light Shadow Map**: Overlays the shadow map that contains shadows cast by the main directional light.</li><li>**Additional Lights Cookie Atlas**: Overlays the light cookie atlas texture that contains patterns cast by lights other than the main directional light.</li><li>**Reflection Probe Atlas**: Overlays the reflection probe atlas texture that contains the reflection textures at the probe locations.</li></ul> |
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|** Map Size**| The width and height of the overlay texture as a percentage of the view window URP displays it in. For example, a value of **50** fills up a quarter of the screen (50% of the width and 50% of the height). |
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|**HDR**| Indicates whether to use [high dynamic range (HDR)](https://docs.unity3d.com/Manual/HDR.html) to render the scene. Enabling this property only has an effect if you enable **HDR** in your URP Asset. |
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|**MSAA**| Indicates whether to use [Multisample Anti-aliasing (MSAA)](./../anti-aliasing.md#msaa) to render the scene. Enabling this property only has an effect if:<ul><li>You set **Anti Aliasing (MSAA)** to a value other than **Disabled** in your URP Asset.</li><li>You use the Game View. MSAA has no effect in the Scene View.</li></ul> |
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|**TAA Debug Mode**| Specifies which Temporal Anti-aliasing debug mode to use. The options are:<ul><li>**None**: Renders the scene normally without a debug mode.</li><li>**Show Raw Frame**: Renders the screen with the color input Temporal Anti-aliasing currently uses.</li><li>**Show Raw Frame No Jitter**: Renders the screen with the color input TAA currently uses, and disables camera jitter.</li><li>**Show Clamped History**: Renders the screen with the color history that TAA has accumulated and corrected.</li></ul> |
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|**Post-processing**| Specifies how URP applies post-processing. The options are:<ul><li>**Disabled**: Disables post-processing.</li><li>**Auto**: Unity enables or disables post-processing depending on the currently active debug modes. If color changes from post-processing would change the meaning of a debug mode's pixel, Unity disables post-processing. If no debug modes are active, or if color changes from post-processing don't change the meaning of the active debug modes' pixels, Unity enables post-processing.</li><li>**Enabled**: Applies post-processing to the image that the camera captures.</li></ul> |
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|**Additional Wireframe Modes**| Specifies whether and how to render wireframes for meshes in your scene. The options are:<ul><li>**None**: Doesn't render wireframes.</li><li>**Wireframe**: Exclusively renders edges for meshes in your scene. In this mode, you can see the wireframe for meshes through the wireframe for closer meshes.</li><li>**Solid Wireframe**: Exclusively renders edges and faces for meshes in your scene. In this mode, the faces of each wireframe mesh hide edges behind them.</li><li>**Shaded Wireframe**: Renders edges for meshes as an overlay. In this mode, Unity renders the scene in color and overlays the wireframe over the top.</li></ul> |
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|**Overdraw**| Indicates whether to render the overdraw debug view. This is useful to check where Unity draws pixels over one other. |
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