Material Debug Visualization

Material Debug Visualization modes are tools designed to help inspect, validate, and troubleshoot materials directly in the viewport. They allow you to isolate specific material properties, detect issues, and better understand how materials behave under physically based rendering.

These modes override the standard rendering and display selected material attributes or diagnostic views.

Some of debug modes work only in Vulkan API or Direct3D12.

Why use material debug modes

Material debug modes are useful for:

  • Verifying texture inputs (base color, roughness, metallic, etc.)
  • Debugging incorrect material setups
  • Checking UV mapping and tiling
  • Identifying performance issues (mip usage, triangle size)
  • Inspecting normals and shading behavior
  • Detecting legacy or deprecated materials

How to access debug modes

You can access Material Debug Visualizations in two ways.

  • Through graphics settings

    • Go to options
    • Display
    • Graphics
    • Scroll all the way down
    • Select visualization mode
  • Through world editor

    • Open World Editor (F11)
    • Go to visualization window
    • Select material Visualization mode

Available modes

Base Color

Displays the final base color (albedo) of the material.

Use case: Check for incorrect color space, texture issues, or unintended tinting.

Base Color Debug Base Color Debug


Opacity

Shows opacity as a grayscale value.

  • Black = fully transparent
  • White = fully opaque

Use case: Debug transparency and alpha masks.

Opacity Debug Opacity Debug


Metallic

Displays metallic values in grayscale.

  • 0 = dielectric (non-metal)
  • 1 = metal

Use case: Ensure correct metalness workflow.

Metallic Debug Metallic Debug


Roughness

Displays surface roughness.

  • 0 = smooth (mirror-like)
  • 1 = rough (diffuse)

Use case: Validate material response to lighting.

Roughness Debug Roughness Debug


Ambient Occlusion

Displays AO contribution.

  • Dark = occluded
  • Bright = unoccluded

Use case: Check baked AO maps and ensure they are not too strong.

AO Debug AO Debug


Clear Coat

Shows clear coat layer intensity.

Clear Coat Debug Clear Coat Debug


Clear Coat Roughness

Displays roughness of the clear coat layer.

Clear Coat Roughness Debug Clear Coat Roughness Debug


Emissive

Displays emissive color only.

Use case: Verify emissive textures and intensity distribution.

Emissive Debug Emissive Debug


Normals (World Space)

Visualizes normals in world space.

  • R = X
  • G = Y
  • B = Z

Use case: Detect flipped normals, incorrect normal maps, or shading issues.

Normals Debug Normals Debug


UV Debugging

UV0 / UV1

Encodes UV coordinates into color.

  • R = U
  • G = V

Use case: Verify UV layout and detect stretching or seams.

UV Debug UV Debug


UV Checkerboard

Displays a checker pattern.

Use case: Identify UV distortion and scaling issues.

UV Checker Debug UV Checker Debug


UV Color Grid

Displays a detailed grid with hue variation and checkers.

Use case: Advanced UV validation including scale consistency and distortion.

UV Color Grid Debug UV Color Grid Debug


Advanced Debug Modes

Base Color Mip Level

Visualizes which mip level is used for base color textures.

  • Color-coded per mip level

Use case: Detect overly large textures or incorrect mip usage. See Texture Streaming, Texture Quality and Performance for information about mipmaps, VRAM budgeting, and texture quality.

Mip Debug Mip Debug


Quad Overdraw (Triangle Size)

Shows how efficiently triangles utilize GPU pixels.

  • Highlights small or thin triangles that waste performance

Use case: Optimize mesh density and reduce overdraw.

Quad Overdraw Debug Quad Overdraw Debug


Wireframe (solid)

Displays mesh wireframe over the base color.

Use case: Inspect topology and geometry density.

Wireframe Debug Wireframe Debug


Material Deprecated

Highlights deprecated materials.

  • Red = deprecated
  • Green = valid

Use case: Identify outdated materials that should be updated.

Material Deprecated Debug Material Deprecated Debug


Layer Count

Displays number of material layers (legacy pipeline).

Use case: Debug complex or legacy layered materials.

Layer Count Debug Layer Count Debug


Use these modes together with Auto Exposure and lighting references to ensure materials behave correctly under all conditions.

Material debug visualization is a powerful toolset for ensuring correctness, consistency, and performance of materials in a physically based rendering pipeline.

Last modified: July 23, 2026

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