Collection of useful overlays:
- SceneView visualisers
- Configurable Grid/Checker
- Mip visualiser
- Overdraw visualiser [simplistic]
- Simple process to add your own
- Rig control overlay [requires Animation Rigging package]
- Inspector overlay
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- This gives you a configurable shader that overlays axial grid lines and checker patterns measured in world space. This can be useful for doing level design, whether you're grayboxing or using more "finished" assets.
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- Colorises texels based on relative texel size. Original texture colours indicates close to 1:1 texel:pixel ratio. Red means too much texture detail, while blue means too little.
- Note: This isn't strictly a mip visualiser, as it looks purely at relative texel size (colouration happens regardless of whether a texture actually has mips).
- Actual shader mostly comes from https://aras-p.info/blog/2011/05/03/a-way-to-visualize-mip-levels/
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- This provides a very loose and simplistic approximation of overdraw. In practise this just draws all geometry (opaque and transparent) with an additive shader set to not ZWrite.
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- To add your own SceneView shaders to the dropdown, just create a new SceneViewShaderConfig asset (
Assets/Create/Scene View Shader Config
), and assign an appropriate shader to the Shader property. Any shader property defaults will be respected, but textures will need to be assigned in the Config asset (See theVS_MipViz
asset for an example).
- To add your own SceneView shaders to the dropdown, just create a new SceneViewShaderConfig asset (
- This provides a UI panel showing all active rigs and their associated rigging constraints. The rigs and constraints are shown as draggable progress bars representing their respective weights.
- This is not a 1:1 replacement for the built-in inspector (prefab controls and material inspectors are not implemented), but does provide you with a floating, contextual inspector when working with a full-screen SceneView.
- Scene view replacement currently only works with shaders compatible with the Built-in pipeline, regardless of what Render Pipeline your project is using.