With the introduction of Physically Based Shading (PBS) to CRYENGINE, it is important to adhere to how we configure our materials & textures to get the correct look & feel from every surface in the game.
To assist you during this process we have developed a set of debug views to investigate how your materials & textures are setup.
This CVar has 9 modes that cover the specifics of the PBS render to ensure that you are configuring everything correctly.
An overview of the PBS material setup can be foundHERE for reference.
r_DebugGBuffer = 0
Off, normal view mode.
r_DebugGBuffer = 1
Shows the world space normals of all assets in the scene.
r_DebugGBuffer = 2
This debug view shows how rough or glossy surfaces are. Note how the reflective sphere in the scene is pure white.
White = glossy, Black = rough
r_DebugGBuffer = 3
This represents the Specular color 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.
r_DebugGBuffer = 4
This shows the albedo of surfaces which was previously known as diffuse map.