Add new Lighting debug view mode for both diffuse and specular lighting preview without material colors

This commit is contained in:
2026-06-18 13:57:59 +02:00
parent fc9de76ade
commit dfd583caca
3 changed files with 7 additions and 1 deletions
+1
View File
@@ -2087,6 +2087,7 @@ namespace FlaxEditor.Viewport
new ViewModeOptions(ViewMode.Unlit, "Unlit", Editor.Instance.Options.Options.Input.Unlit),
new ViewModeOptions(ViewMode.NoPostFx, "No PostFx", Editor.Instance.Options.Options.Input.NoPostFX),
new ViewModeOptions(ViewMode.Wireframe, "Wireframe", Editor.Instance.Options.Options.Input.Wireframe),
new ViewModeOptions(ViewMode.Lighting, "Lighting"),
new ViewModeOptions(ViewMode.LightBuffer, "Light Buffer", Editor.Instance.Options.Options.Input.LightBuffer),
new ViewModeOptions(ViewMode.Reflections, "Reflections Buffer", Editor.Instance.Options.Options.Input.ReflectionsBuffer),
new ViewModeOptions("GBuffer", new[]
+5
View File
@@ -1010,6 +1010,11 @@ API_ENUM() enum class ViewMode
/// Draw Global Sign Distant Field (SDF) overdraw to visualize performance of SDF tracing.
/// </summary>
GlobalSDFOverdraw = 27,
/// <summary>
/// Draw lighting without diffuse color from materials to inspect both diffuse and specular light contributions.
/// </summary>
Lighting = 28,
};
/// <summary>
+1 -1
View File
@@ -175,7 +175,7 @@ void LightPass::RenderLights(RenderContextBatch& renderContextBatch, GPUTextureV
const bool disableSpecular = (view.Flags & ViewFlags::SpecularLight) == ViewFlags::None;
// Check if debug lights
if (renderContext.View.Mode == ViewMode::LightBuffer)
if (renderContext.View.Mode == ViewMode::LightBuffer || renderContext.View.Mode == ViewMode::Lighting)
{
// Clear diffuse
if (!_psClearDiffuse)