Add new Lighting debug view mode for both diffuse and specular lighting preview without material colors
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@@ -2087,6 +2087,7 @@ namespace FlaxEditor.Viewport
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new ViewModeOptions(ViewMode.Unlit, "Unlit", Editor.Instance.Options.Options.Input.Unlit),
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new ViewModeOptions(ViewMode.NoPostFx, "No PostFx", Editor.Instance.Options.Options.Input.NoPostFX),
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new ViewModeOptions(ViewMode.Wireframe, "Wireframe", Editor.Instance.Options.Options.Input.Wireframe),
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new ViewModeOptions(ViewMode.Lighting, "Lighting"),
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new ViewModeOptions(ViewMode.LightBuffer, "Light Buffer", Editor.Instance.Options.Options.Input.LightBuffer),
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new ViewModeOptions(ViewMode.Reflections, "Reflections Buffer", Editor.Instance.Options.Options.Input.ReflectionsBuffer),
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new ViewModeOptions("GBuffer", new[]
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@@ -1010,6 +1010,11 @@ API_ENUM() enum class ViewMode
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/// Draw Global Sign Distant Field (SDF) overdraw to visualize performance of SDF tracing.
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/// </summary>
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GlobalSDFOverdraw = 27,
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/// <summary>
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/// Draw lighting without diffuse color from materials to inspect both diffuse and specular light contributions.
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/// </summary>
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Lighting = 28,
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};
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/// <summary>
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@@ -175,7 +175,7 @@ void LightPass::RenderLights(RenderContextBatch& renderContextBatch, GPUTextureV
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const bool disableSpecular = (view.Flags & ViewFlags::SpecularLight) == ViewFlags::None;
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// Check if debug lights
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if (renderContext.View.Mode == ViewMode::LightBuffer)
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if (renderContext.View.Mode == ViewMode::LightBuffer || renderContext.View.Mode == ViewMode::Lighting)
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{
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// Clear diffuse
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if (!_psClearDiffuse)
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