r_DebugGBuffer = 0
Off, normal view mode.
r_DebugGBuffer = 1
Shows the world space normals of all assets in the scene.
r_DebugGBuffer = 2
White = glossy, Black = rough
r_DebugGBuffer = 3
This represents the Specular Colour of the material.
Only materials using the Standard Lighting Model support colored reflectance. Materials with Transmittance or POM Self-shadowing, as well as Decals, just store monochrome surface reflectance.
This shows the albedo of surfaces which was previously known as diffuse map.
r_DebugGBuffer = 5
The Vegetation & HumanSkin shaders have the Transmittance properties active by default.
r_DebugGBuffer = 6
Displays the self-shadowing of material that use Offset Bump mapping or Parallax Occlusion Mapping
r_DebugGBuffer = 8
The SSS index can be set in Illum and the HumanSkin shader.
r_DebugGBuffer = 9
- If your specular colour is too low, it will be tinted Blue.
- If your specular colour is too high for an dielectric surface but not yet in the metal range, it will be tinted Orange.
- Pink reveals colored specular which is not yet in the metal range. This is only valid for oxidized (rusted) metals.