Overview
The Fragment Visualizer is a runtime tool that will help Unity developers "visualize" certain fragment properties that are processed by shaders, and all the while running on the target platform.
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With this tool, it'll be easier than ever for developers to optimize and debug graphics in their Unity applications. They'll be able to narrow down causes for shading issues, identify where texture sizes can be reduced, they'll even be able to see the scale of models relative to the world.
Details
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Integrates with your application so that the visualizers run on the target platform.
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Easy to use UI that can be minimized down to a small button so that it doesn't get in the way.
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Wide selection of visualizers to help you to see what your shaders are processing.
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Heads up description of each of the visualizers.
Fragment Visualizers
Alpha
Draws _MainTex alpha in greyscale. Will help to determine how much alpha is in the scene.
BumpmapObjectSpace
Draws _BumpMap normals in object space. Can be used to solve lighting and reflection issues.
BumpmapTangentSpace
Draws _BumpMap normals. Can be used to solve lighting and reflection issues.
BumpmapViewSpace
Draws _BumpMap normals. Can be used to solve lighting and reflection issues.
BumpmapWorldSpace
Draws _BumpMap normals in world space. Can be used to solve lighting and reflection issues.
Depth
Draws depth fragment.
GoochObjectNormal
Shades object space normals from orange to violet in view space. Can be used to solve lighting and reflection issues.
GoochTangentNormal
Shades tangent space normals from orange to violet in view space. Can be used to solve lighting and reflection issues.
GridObject
Draws a grid in object space. Can be used to view the orientation and scale of the object.
GridWorld
Draws a grid in world space. Can be used to view the scale of an object in relation to the world.
Lightmap
Draws lightmap baked into static objects, while unbaked or dynamic objects are drawn blue. Can be used to see light baking artifacts and dynamic objects.
LightmapRes
Draws checker pattern representing lightmap pixels for static objects with baked lighting, while unbaked or dynamic objects are drawn blue. Can be used to see the size of baked pixels, light baking artifacts, and dynamic objects.
MaintexTexelSize
Tints _MainTex texels blue or red depending on if it's being scaled up or down, respectively. No tinting means the texel is one to one. Can be used to tell if a texture is too large or too small at a given distance to a surface.
MaintexTextureSize
Draws greater texture dimension as a color. Will help to identify the size of textures in a scene.
MaintexTile
Draws the scale of _MainTex. A scale of 1 or less will draw a solid color. A scale greater than 1 will result in a checker pattern. Will tell you where textures are being tiled or not, and if UVs are outside of the typical 0 to 1 UV range.
MaintexUniformity
Draws a checker pattern in place of _MainTex. Will tell you if pixels are being stretched or not.
MaintexUv
Dewas UVs as colors. Will tell you where there are mangled UVs. It'll also help you to see UV islands and if textures are being tiled.
NormalObjectSpace
Draws object normals in object space. Can be used to solve lighting and reflection issues.
NormalViewSpace
Draws object normals in view space. Can be used to solve lighting and reflection issues.
NormalWorldSpace
Draws object normals in world space. Can be used to solve lighting and reflection issues.
ReflectionObjectNormal
Draws reflection using object normals. Can be used to solve lighting and reflection issues.
ReflectionTangentNormal
Draws reflection using _BumpMap normals. Can be used to solve lighting and reflection issues.
VertexColor
Draws vertex colors.