Showing content from https://docs.unity3d.com/Manual/urp/features/rendering-debugger-reference.html below:
Manual: Rendering Debugger window reference for URP
Add controls to the Rendering Debugger in URP
Graphics performance and profiling in the Built-In Render Pipeline
Rendering Debugger window reference for URP
The Rendering Debugger contains the following sections:
Display Stats
The Display Stats panel shows statistics relevant to debugging performance issues in your project. You can only view this section of the Rendering Debugger in Play Mode. Refer to Open the Rendering Debugger for more information.
Frame Stats
The Frame Stats section displays the average, minimum, and maximum value of each property. URP calculates each Frame Stat value over the 30 most recent frames.
Property Description Frame Rate The frame rate (in frames per second) for the current cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
See in Glossary view. Frame Time The total frame time for the current camera view. CPU Main Thread Frame The total time (in milliseconds) between the start of the frame and the time when the Main Thread finished the job. CPU Render Thread Frame The time (in milliseconds) between the start of the work on the Render Thread and the time Unity waits to render the present frame (Gfx.PresentFrame). CPU Present Wait The time (in milliseconds) that the CPU spent waiting for Unity to render the present frame (Gfx.PresentFrame) during the last frame. GPU Frame The amount of time (in milliseconds) the GPU takes to render a given frame. Debug XR Layout Display debug information for XR passes.
This mode is only available in editor and development builds. Bottlenecks
A bottleneck is a condition that occurs when one process performs significantly slower than other components, and other components depend on it.
The Bottlenecks section describes the distribution of the last 60 frames across the CPU and GPU. You can only check the Bottleneck information when you build your player on a device.
Note: Vsync limits the Frame Rate based on the refresh rate of your deviceâs screen. This means when you enable Vsync, the Present Limited category is 100% in most cases. To turn Vsync off, go to Edit > Project settings > Quality > Current Active Quality Level and set the Vsync Count set to Donât Sync.
Bottleneck categories Category Description CPU The percentage of the last 60 frames in which the CPU limited the frame time. GPU The percentage of the last 60 frames in which the GPU limited the frame time. Present limited The percentage of the last 60 frames in which the frame time was limited by the following presentation constraints:
- Vertical Sync (Vsync): Vsync synchronizes rendering to the refresh rate of your display.
- Target framerate: A function that you can use to manually limit the frame rate of an application. If a frame is ready before the time you specify in targetFrameRate, Unity waits before presenting the frame.
Balanced This percentage of the last 60 frames in which the frame time was not limited by any of the above categories. A frame that is 100% balanced indicates the processing time for both CPU and GPU is approximately equal. Bottleneck example
If VsyncVertical synchronization (VSync) is a display setting that caps a gameâs frame rate to match the refresh rate of a monitor, to prevent image tearing.
See in Glossary limited 20 of the 60 most recent frames, the Bottleneck section might appear as follows:
- CPU 0.0%: This indicates that URP did not render any of the last 60 frames on the CPU.
- GPU 66.6%: This indicates that the GPU limited 66.6% of the 60 most recent frames rendered by URP.
- Present Limited 33.3%: This indicates that presentation constraints (Vsync or the target framerate) limited 33.3% of the last 60 frames.
- Balanced 0.0%: This indicates that in the last 60 frames, there were 0 frames where the CPU processing time and GPU processing time were the same.
In this example, the bottleneck is the GPU.
Detailed Stats
The Detailed Stats section displays the amount of time in milliseconds that each rendering step takes on the CPU and GPU. URP updates these values once every frame based on the previous frame.
Property Description Update every second with average Calculate average values over one second and update every second. Hide empty scopes Hide profiling scopes that use 0.00ms of processing time on the CPU and GPU. Debug XR Layout Enable to display debug information for XRAn umbrella term encompassing Virtual Reality (VR), Augmented Reality (AR) and Mixed Reality (MR) applications. Devices supporting these forms of interactive applications can be referred to as XR devices. More info
See in Glossary passes. This mode only appears in the editor and development buildsA development build includes debug symbols and enables the Profiler. More info
See in Glossary. Frequently Used
This section contains a selection of properties that users use often. The properties are from the other sections in the Rendering Debugger window. For information about the properties, refer to the sections Material, Lighting, and Rendering.
Rendering
The properties in this section let you visualize different rendering features.
Rendering Debug Property Description Map Overlays Specifies which render pipeline texture to overlay on the screen. The options are:
- None: Renders the scene normally without a texture overlay.
- Depth: Overlays the cameraâs depth texture on the screen.
- Additional Lights Shadow Map: Overlays the shadow map that contains shadows cast by lights other than the main directional light.
- Main Light Shadow Map: Overlays the shadow map that contains shadows cast by the main directional light.
  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). HDRhigh dynamic range
See in Glossary Indicates whether to use high dynamic range to render the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary. Enabling this property only has an effect if you enable HDR in your URP Asset. MSAA Indicates whether to use Multisample Anti-aliasing to render the scene. Enabling this property only has an effect if:
- You set Anti Aliasing (MSAA) to a value other than Disabled in your URP Asset.
- You use the Game View. MSAA has no effect in the Scene View.
Post-processing Specifies how URP applies post-processing. The options are:
- Disabled: Disables post-processing.
- 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 modeâs pixel, Unity disables post-processing. If no debug modes are active, or if color changes from post-processing donât change the meaning of the active debug modesâ pixels, Unity enables post-processing.
- Enabled: Applies post-processing to the image that the camera captures.
Additional Wireframe Modes Specifies whether and how to render wireframes for meshes in your scene. The options are:
- None: Doesnât render wireframes.
- 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.
- 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.
- 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.
Overdraw Indicates whether to render the overdraw debug view. This is useful to check where Unity draws pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary over one other. Mipmap Streaming Property Description Disable Mip Caching If you enable Disable Mip Caching, Unity doesnât cache mipmap levels in GPU memory, and constantly discards mipmap levels from GPU memory when theyâre no longer needed. This means the mipmap streaming debug views more accurately display which mipmap levels Unity uses at the current time. Enabling this setting increases the amount of data Unity transfers from disk to the CPU and the GPU. Debug View Set a mipmap streaming debug view. Options:
- None: Display the normal view.
- Mip Streaming Performance: Use color to indicate which textures use mipmap streaming, and whether mipmap streaming limits the number of mipmap levels Unity loads.
- Mip Streaming Status: Use color on materials to indicate whether their textures use mipmap streaming. Diagonal stripes mean some of the textures use a
requestedMipmapLevel
that overrides mipmap streaming. Yellow means Unity canât stream the texture, or the texture is assigned to terrain.
- Mip Streaming Activity: Use color to indicate whether Unity recently streamed the textures.
- Mip Streaming Priority: Use color to indicate the streaming priority of the textures. Set streaming priority for a texture in the Texture Import Settings window.
- Mip Count: Display the number of mipmap levels Unity loads for the textures.
- Mip Ratio: Use color to indicate the pixel density of the highest-resolution mipmap levels Unity uploads for the textures.
Debug Opacity Set the opacity of the Debug View you select. 0 means not visible and 1 means fully visible. This property is visible only if Debug View is not set to None. Combined Per Material Set the Debug View to display debug information of all the textures on a material, not individual texture slots. This property is only visible if Debug View is set to Mip Streaming Status or Mip Streaming Activity. Material Texture Slot Set which texture Unity uses from each material to display debug information. For example, set Material Texture Slot to Slot 3 to display debug information for the fourth texture. If a material has fewer textures than the Material Texture Slot value, Unity uses no texture. This property is visible only if Combined Per Material is disabled, and Debug View is not set to None. Display Status Codes Display more detailed statuses for textures that display as Not streaming or Warning in the Mip Streaming Status debug view. This property is visible only if Debug View is set to Mip Streaming Status. Activity Timespan Set how long a texture displays as Just streamed, in seconds. This property is visible only if Debug View is set to Mip Streaming Activity. TerrainThe landscape in your scene. A Terrain GameObject adds a large flat plane to your scene and you can use the Terrainâs Inspector window to create a detailed landscape. More info
See in Glossary Texture Set which terrain texture Unity displays. You can select either Control for the control texture, or one of the diffuse textures. This property is visible only if Debug View is not set to None. Pixel Validation Property Description Pixel Validation Mode Specifies which mode Unity uses to validate pixel color values. The options are:
- None: Renders the scene normally and doesnât validate any pixels.
- Highlight NaN, Inf and Negative Values: Highlights pixels that have color values that are NaN, Inf, or negative.
- Highlight Values Outside Range: Highlights pixels that have color values outside a particular range. Use Value Range Min and Value Range Max.
  Channels Specifies which value to use for the pixel value range validation. The options are:
- RGB: Validates the pixel using the luminance value calculated from the red, green, and blue color channels.
- R: Validates the pixel using the value from the red color channel.
- G: Validates the pixel using the value from the green color channel.
- B: Validates the pixel using the value from the blue color channel.
- A: Validates the pixel using the value from the alpha channel.
This property only appears if you set Pixel Validation Mode to Highlight Values Outside Range. Â Â Value Range Min The minimum valid color value. Unity highlights color values that are less than this value.
This property only appears if you set Pixel Validation Mode to Highlight Values Outside Range.
  Value Range Max The maximum valid color value. Unity highlights color values that are greater than this value.
This property only appears if you set Pixel Validation Mode to Highlight Values Outside Range.
Material
The properties in this section let you visualize different Material properties.
Material Filters Property Description Material Override Select a Material property to visualize on every GameObject on screen.
The available options are:
- Albedo
- Specular
- Alpha
- Smoothness
- AmbientOcclusion
- Emission
- NormalWorldSpace
- NormalTangentSpace
- LightingComplexity
- Metallic
- SpriteMask
- RenderingLayerMasks
With the LightingComplexity value selected, Unity shows how many Lights affect areas of the screen space.
With the RenderingLayerMasks value selected, you can filter the layers you want to debug either manually using the Filter Layers option or by selecting a light with the Filter Rendering Layers by Light option. Additionally, you can override the debug colors using Layers Color. Vertex Attribute Select a vertex attribute of GameObjects to visualize on screen.
The available options are:
- Texcoord0
- Texcoord1
- Texcoord2
- Texcoord3
- Color
- Tangent
- Normal
Material Validation Property Description Material Validation Mode Select which Material properties to visualize: Albedo, or Metallic. Selecting one of the properties shows the new context menu.     Validation Mode: Albedo Selecting Albedo in the Material Validation Mode property shows the Albedo Settings section with the following properties:
Validation Preset: Select a pre-configured material, or Default Luminance to visualize luminance ranges.
Min Luminance: Unity draws pixels where the luminance is lower than this value with red color.
Max Luminance: Unity draws pixels where the luminance is higher than this value with blue color.
Hue Tolerance: available only when you select a pre-set material. Unity adds the hue tolerance to the minimum and maximum luminance values.
Saturation Tolerance: available only when you select a pre-set material. Unity adds the saturation tolerance to the minimum and maximum luminance values.     Validation Mode: Metallic Selecting Metallic in the Material Validation Mode property shows the Metallic Settings section with the following properties:
Min Value: Unity draws pixels where the metallic value is lower than this value with red color.
Max Value: Unity draws pixels where the metallic value is higher than this value with blue color. Lighting
The properties in this section let you visualize different settings and elements related to the lighting system, such as shadow cascades, reflections, contributions of the Main and the Additional Lights, and so on.
Lighting Debug Modes Property Description Lighting Debug Mode Specifies which lighting and shadow information to overlay on-screen to debug. The options are:
- None: Renders the scene normally without a debug overlay.
- Shadow Cascades: Overlays shadow cascade information so you can determine which shadow cascade each pixel uses. Use this to debug shadow cascade distances. For information on which color represents which shadow cascade, refer to the Shadows section of the URP Asset.
- Lighting Without Normal Maps: Renders the scene to visualize lighting. This mode uses neutral materials and disables normal maps. This and the Lighting With Normal Maps mode are useful for debugging lighting issues caused by normal maps.
- Lighting With Normal Maps: Renders the scene to visualize lighting. This mode uses neutral materials and allows normal maps.
- Reflections: Renders the scene to visualize reflections. This mode applies perfectly smooth, reflective materials to every Mesh Renderer.
- Reflections With Smoothness: Renders the scene to visualize reflections. This mode applies reflective materials without an overridden smoothness to every GameObject.
Lighting Features Specifies flags for which lighting features contribute to the final lighting result. Use this to view and debug specific lighting features in your scene. The options are:
- Nothing: Shortcut to disable all flags.
- Everything: Shortcut to enable all flags.
- Global Illumination: Indicates whether to render global illuminationA group of techniques that model both direct and indirect lighting to provide realistic lighting results.
See in Glossary.
- Main Light: Indicates whether the main directional Light contributes to lighting.
- Additional Lights: Indicates whether lights other than the main directional light contribute to lighting.
- Vertex Lighting: Indicates whether additional lights that use per-vertex lighting contribute to lighting.
- Emission: Indicates whether emissive materials contribute to lighting.
- Ambient Occlusion: Indicates whether ambient occlusionA method to approximate how much ambient light (light not coming from a specific direction) can hit a point on a surface.
See in Glossary contributes to lighting.
Render Graph
The properties in this section let you change how the render graph system works.
Property Description Clear Render Targets At Creation Clears render texturesA special type of Texture that is created and updated at runtime. To use them, first create a new Render Texture and designate one of your Cameras to render into it. Then you can use the Render Texture in a Material just like a regular Texture. More info
See in Glossary the first time the render graph system uses them. Clear Render Targets When Freed Clears render textures when theyâre no longer used by render graph. Disable Pass Culling Disables URP culling render passes that have no impact on the final render. Disable Pass Merging Disables URP merging render passes. For more information about URP merging passes, refer to Optimize a render graph. Enable Logging Enables logging to the Console window. Log Frame Information Logs how URP uses the resources during the frame, in the Console window. Log Resources Logs the resources URP uses during the frame, in the Console window. Probe Volumes
These settings make it possible for you to visualize Adaptive Probe Volumes in your Scene, and configure the visualization.
Subdivision Visualization Property Sub-property Description Display Cells - Display cells. Refer to Understanding Adaptive Probe Volumes for more information. Display Bricks - Display bricks. Refer to Understanding Adaptive Probe Volumes for more information. Live Subdivision Preview - Enable a preview of Adaptive Probe Volume data in the scene without baking. This might make the Editor slower. This setting appears only if you select Display Cells or Display Bricks. Live Subdivision Preview Cell Updates Per Frame Set the number of cells, bricks, and probe positions to update per frame. Higher values might make the Editor slower. The default value is 4. This property appears only if you enable Live Subdivision Preview. Live Subdivision Preview Update Frequency Set how frequently Unity updates cell, bricks, and probe positions, in seconds. The default value is 1. This property appears only if you enable Live Subdivision Preview. Debug Draw Distance - Set how far from the scene camera Unity draws debug visuals for cells and bricks, in meters. The default value is 500. Probe Visualization Property Sub-property Description Display Probes - Display probes. Display Probes Probe Shading Mode Set what the Rendering Debugger displays. The options are:
- SH: Display the spherical harmonics (SH) lighting data for the final color calculation. The number of bands depends on the SH Bands setting in the active URP Asset.
- SHL0: Display the spherical harmonics (SH) lighting data with only the first band.
- SHL0L1: Display the spherical Harmonics (SH) lighting data with the first two bands.
- Validity: Display whether probes are valid, based on the number of backfaces the probe samples. Refer to Fix issues with Adaptive Probe Volumes for more information about probe validity.
- Probe Validity Over Dilation Threshold: Display red if a probe samples too many backfaces, based on the Validity Threshold set in the Adaptive Probe Volumes panel. This means the probe canât be baked or sampled.
- Invalidated By Adjustment Volumes: Display probes that a Probe Adjustment Volume component has made invalid.
- Size: Display a different color for each size of brick.
- Sky Occlusion SH: If you enable sky occlusion, this setting displays the amount of indirect light the probe receives from the sky that bounced off static GameObjects. The value is a scalar, so it displays as a shade of gray.
- Sky Direction: Display a green circle that represents the direction from the probe to the sky. This setting displays a red circle if Unity canât calculate the direction, or Sky Direction in the Adaptive Probe Volumes panel is disabled.
- Probe Occlusion: Displays whether probes are affected by lights that have their Light ModeA Light property that defines the use of the Light. Can be set to Realtime, Baked and Mixed. More info
See in Glossary set to Mixed, if you set Lighting Mode to Shadowmask. Each probe displays up to four overlapping lights.
Display Probes Debug Size Set the size of the displayed probes. The default is 0.3. Display Probes Exposure Compensation Set the brightness of the displayed probes. Decrease the value to increase brightness. The default is 0. This property appears only if you set Probe Shading Mode to SH, SHL0, or SHL0L1. Display Probes Max Subdivisions Displayed Set the lowest probe density to display. For example, set this to 0 to display only the highest probe density. Display Probes Min Subdivisions Displayed Set the highest probe density to display. Debug Probe Sampling - Display how probes are sampled for a pixel. In the Scene viewAn interactive view into the world you are creating. You use the Scene View to select and position scenery, characters, cameras, lights, and all other types of Game Object. More info
See in Glossary, in the Adaptive Probe Volumes overlay, select Select Pixel to change the pixel. Debug Probe Sampling Debug Size Set the size of the Debug Probe Sampling display. Debug Probe Sampling Debug With Sampling Noise Enable sampling noise for this debug view. Enabling this gives more accurate information, but makes the information more difficult to read. Virtual Offset Debug - Display the offsets Unity applies to Light ProbeLight probes store information about how light passes through space in your scene. A collection of light probes arranged within a given space can improve lighting on moving objects and static LOD scenery within that space. More info
See in Glossary capture positions. Virtual Offset Debug Debug Size Set the size of the arrows that represent Virtual Offset values. Debug Draw Distance - Set how far from the scene camera Unity draws debug visuals for cells and bricks, in meters. The default is 200. Streaming
Use the following properties to control how URP streams Adaptive Probe Volumes. Refer to Optimize loading Adaptive Probe Volume data for more information.
Property Description Freeze Streaming Stop Unity from streaming probe data. Display Streaming Score If you enable Display Cells, this setting darkens cells that have a lower priority for streaming. Cells closer to the camera usually have the highest priority. Maximum cell streaming Stream as many cells as possible every frame. Display Index Fragmentation Open an overlay that displays how fragmented the streaming memory is. A green square is an area of used memory. The more spaces between the green squares, the more fragmented the memory. Index Fragmentation Rate Displays the amount of fragmentation as a numerical value, where 0 is no fragmentation. Verbose Log Log information about streaming. Scenario Blending
Use the following properties to control how URP blends Lighting Scenarios. Refer to Bake different lighting setups with Lighting Scenarios for more information.
Property Description Number of Cells Blended Per Frame Determines the maximum number of cells Unity blends per frame. The default is 10,000. Turnover Rate Set the blending priority of cells close to the camera. The range is 0 to 1, where 0 sets the cells close to the camera with high priority, and 1 sets all cells with equal priority. Increase Turnover Rate to avoid cells close to the camera blending too frequently. Scenario To Blend With Select a Lighting Scenario to blend with the active Lighting Scenario. Scenario Blending Factor Set how far to blend from the active Lighting Scenario to the Scenario To Blend With. The range is 0 to 1, where 0 is fully the active Lighting Scenario, and 1 is fully the Scenario To Blend With.
Add controls to the Rendering Debugger in URP
Graphics performance and profiling in the Built-In Render Pipeline
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