Shader World
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  1. Fundamentals
  2. Kick-start

Debug IDs of Runtime Layers

Easily display the data stored within your data layers

PreviousHeightmap Import (16 bits Raw/PNG)NextGlobal Performance Monitoring

Last updated 2 years ago

From your surface material - MFC_PositionToUV

You can find a texture array of numbers named T_NumberArray inside Shader World content folder, under Material/Numbers. Using world position XY coordinates, as UV, and your runtime layer ID as index inside the texture array, you can display the IDs information stored within your layers.